The Legend of Zelda: Ocarina of Time (2026 Remake – Nintendo Switch 2 Review)

The Legend of Zelda: Ocarina of Time
Platform: Nintendo Switch 2
Released November 5, 2026
Directed by HokWai Ng
Developed by Nintendo
$59.99 fed a Goron to a dragon in the making of this review.
Warning: Spoilers Ahead. For a remake of a twenty-eight year old game. 

I didn’t think graphics could leave me awestruck anymore. I was wrong.

Back in 1996, I asked for a PlayStation with Crash Bandicoot for Christmas. We had consoles in my house, but the PS1 was MY first console that I actually wanted. By the way, anyone who thinks those kiosks at stores don’t create new owners, I’m proof positive they do, because THAT is how I discovered Crash. As a non-gamer, those “hey plumber boy” ads didn’t mean squat to me. I was only 7 years old and, while Crash was a fine game in 1996, probably the most telling thing I can say about it is that gaming didn’t stick around in my life. Crash Bandicoot was fun for me, but not life-changing, and soon after gaming fell so far off my radar that I doubt I even powered-up my PlayStation in 1998, which is ironically the year that gaming became my obsession. In July of 1998, my parents took me to look for birthday present ideas and, after playing Banjo-Kazooie on a kiosk, I asked for it and the Nintendo 64 required to play it. My parents even threw in Mario Kart 64 as a sweetener, though I sincerely don’t think I put thirty minutes into it for the first year I owned it. Not because Mario Kart 64 sucked or anything. But I had the game I wanted. The game that changed my life.

Eventually I’m going to have to review Banjo-Kazooie and Goldeneye since they were such important games in childhood. If they remade those in the same way they remade Ocarina of Time, keeping the core gameplay (for better and for worse) but upgrading the look, I wouldn’t have to stress the whole “nostalgia” thing. The best thing I can say about Ocarina of Time 2026 is that it allowed me to review an important game of my childhood on a neutral field. Yes, it’s kinda the game of my childhood, but also not THE SAME game of my childhood. I’ve reviewed multiple games that were important to my upbringing, and this review was by far the smoothest. Then again, I’m sure OOT being an all-time masterpiece helped. By the way, with the exception of Iggy’s Wrecking Balls, I owned every game in this screenshot. Yes, including Extreme G and Killer Instinct Gold. I kinda want to review Blast Corps soon just because there’s NEVER been anything else like it.

To say that I was satisfied with my 9th birthday presents is an understatement, as I couldn’t put Banjo-Kazooie down for the next three months. When I had 100%ed the game, I was so heartbroken and listless that the adventure was over that it freaked my parents out. So much that, no joke, they immediately rushed me to the store to get another game. The clerk-recommended Super Mario 64 saying it was “way better than Banjo-Kazooie” but 9 year old me didn’t agree. Now, Super Mario 64 is a masterpiece in a vacuum, but when I was 9, it felt like a massive step backwards from Banjo. I didn’t know anything about Mario 64 being the first 3-D game of its type or how it was a miracle to have been as good as it was. None of that stuff mattered to me. Mario 64, simply put, didn’t hold my attention, just like had been the case with every post-Crash PS1 game.

Speaking of games of my childhood that I’m terrified to review. I just played Goldeneye for five minutes and I was like “Christ, did this always control so f*cking weird?” Okay fine, I’ll order a set of Nintendo 64 controllers, though I’m not sure that’ll help.

Chances are gaming could have fallen off my radar just like it had after Crash Bandicoot. Then my father took it upon himself to get me this game that had been called “the greatest game ever” by non-gaming sources like Time Magazine or Entertainment Weekly. The game was called Legend of Zelda: Ocarina of Time, and it sounded like the type of adventure that Banjo offered. Lots of stuff to find, bosses to fight, puzzles to solve, etc. The opening sequence with Navi crashing into the fence got my attention as being funny in the same way Banjo was. Once it had my attention, it never let go of it. When Ocarina of Time was over, I had now played two all-time classics that brought 9 year old me into incredible fantasy worlds and left me ready for the next video adventure, whatever form it took, and video games were now a permanent fixture in my life.

When I was 9, my parents watched me play this like it would be the difference between happiness or eternal sadness. They knew the game would take when I smiled at them when I got the shield. The whole intro to OOT is one of the greats. I imagine it would work for Zelda veterans, but it was PERFECT for Zelda newcomers in 1998.

So, while I give Banjo-Kazooie credit for getting me into gaming in a big way, Ocarina of Time is what locked gaming in. It might very well be the most important piece of entertainment in my life. And I never played again. I did have the Master Quest, but I never finished it, and I didn’t even bother earnestly trying the 3DS remake. I wanted whole new adventures, and the concept of nostalgia was lost on me until recently. Hell, even though the Nintendo 64 changed my life, I’m still not really nostalgic to replay Nintendo 64 games. The look isn’t charming in the same way that pixel art is. So when I see this:

I promise all my younger readers that, to your parents, this once seemed to look amazing.

Maybe my personal memories of that moment are sweet, but I’m also very grateful that I didn’t have to wait very long for games to start looking better than that. I literally can’t believe anyone wishes the blocky, pointy early 3-D style would make a comeback. Saying you wish more games looked like N64 or PS1 games to me is like saying you long for the days when gasoline was loaded with lead. Plus, from my experience, it’s next to impossible to get kids excited for games on it. My nieces and nephew all loved Breath of the Wild and Tears of the Kingdom, but they had NO interest in playing *my* first Zeldas. I can deal with the above graphics. It’s what I grew up with. But getting kids of 2026 to play games that look like that is a tall order. So, how do you do it?

Yep, that’ll do. Nintendo already discovered that the Disney model of remaking old movies in a new format is like a license to print money. The creative work is already done for you, so all you have to do is replicate what happened in the original format beat-for-beat in the new format and let the change over do the heavy lifting. Except, those Disney projects that turn animation into live action are some of the most unwatchable and soulless cash-grabs in media. I never once felt watching ANY of them that they’re labors of love. But that’s NOT the case with Ocarina of Time 2026. You have to love a game to admit that it could benefit from a facelift like this:

Nothing about this remake screams “easy money.” Hyrule looks and feels like a real world that you’re running through. It’s a world that I found myself deliberately walking slowly through just so I could enjoy the sights and sounds. The last time a game like this did that to me, it was the Shadow of the Colossus remaster.

Ocarina 2026 and Shadow of the Colossus feel like kin, as the crumbling ruins that litter the landscape clearly give off the vibe of a land that has been wiped out and renewed multiple times over the eons. It’s not as potent in OOT as it is in Shadow, but then again, it’s JUST you in Shadow. Ocarina of Time feels more lived-in, obviously.

When I saw the trailer for Ocarina’s remake, I felt like I could finally return to the Hyrule of my childhood in a way that didn’t put unfair nostalgia on it. It wasn’t exactly the game that changed my life, though the game is so damn good looking that I have to admit that, even if it had just been a graphical upgrade, I think this would have been good enough to counteract my nostalgia. Mostly. I do have some issues that will have some fans screaming bloody murder, but certain design choices that worked on the Nintendo 64 don’t make a whole lot of sense when the game now looks like this:

Holy smokes. When was the last time it was fun to just LOOK at a game? If this had been a brand new game, it wouldn’t have that effect. Being a remake though? Yeah, it made me stop and gawk. A lot.

Take the character models. Some of them are excellent. Ganondorf changed from this:

“I’m off to a realm known as ‘Springfield’ in search of my long-lost father, Monty something.”

To looking like this:

Mmmmm. Hey, hear me out. I know he’s evil and that’s a bad thing, but Ganondorf is also kind of a catch. Tall. Dark. Handsome. Royalty. Enjoys riding horses. Well-built. Cares about his appearance. Wants to take over the world, which means he’s ambitious. Could have killed Link many times but instead found his antics amusing. That means he’s good with children. And, on top of all that, he even plays the pipe organ, which tells me that he’s actually a sensitive artist deep down! You know what? I can work this!

Awesome, right? And most of the character models are that good. So, like, why did they give Kaepora Gaebora human eyes, turning it into the creepiest nightmare fuel imaginable?

Kill it with fire!

Do you know why this broke my immersion? Because if *I* had been the adventurer armed with a sword and slingshot, the moment this unholy abomination talked for the first time, *I* would have whipped out my slingshot and shot it right between the eyes, then stabbed it so many times that all it left behind was a puddle. Serious question: would you miss it? Because I honestly don’t see what this f*cking owl does for you besides interrupt the flow of the game multiple times and occasionally assist in fast travel before you fully power-up the Ocarina of Time. Or how about the witches that serve as the boss of the final proper dungeon? They look like they come from an entirely different style of game.

Maybe they were exposed to the vacuum of space for a few minutes.

I could buy that those two character models come from the Link’s Awakening remake, but they don’t fit Ocarina of Time 2026 at all. I know that they had bulging bug eyes in Ocarina of Time 64, but I assume that’s just one of many things done because they were limited in ways they could give the characters personality within the limits of the Nintendo 64 technology. They don’t have those limits anymore. And to all the sycophantic apologists who hand wave every critique with “it’s a kid’s game” hey, so is this:

Kid’s game.

And this.

Kid’s game.

And this too:

Kid’s game.

Ocarina of Time manages a LOT of different styles of enemies and humanoid characters and I can buy most of them belonging in this world, but I can’t buy those witches. They take the bug-eyed evilness thing too far. You know, it is possible to do that look without creating unrealistic cartoon villains. Don’t think so?

What elderly billionaires see when they say “Bloody Mary” in the mirror three times. Photo by Max Morse.

And I’m not even joking: just do their eyes like that. WHY NOT?! Or why not just rework the entire sequence? Clearly they have no problem doing that. The famous “escape the crumbling castle” sequence returned, only they removed the timer, which SHOULD change the dynamic. Some people are outraged by the change, but I thought it was fine. You see, the crumbling castle now literally breaks apart around you. It feels like you could be eating a ceiling sandwich any second now. The whole sequence is incredibly well-dressed and presented in a way that properly gives weight to the sense of urgency.

And because it does such a good job at it, you don’t need a progressively shrinking clock to create an artificial sense of tension. Not when the set dressing and music do THIS good a job. Timed or not, I honestly thought I could die from making the wrong moves during this sequence. Tension achieved, completely organically. That’s an example of a positive change based around the technology upgrade that they DID do. So, why keep any model that doesn’t match the rest of the game in 2026? Like, you don’t have memory limits anymore! Did EVERY Great Fairy have to look like this?

“Excuse me, I was just smoking some killer weed. Do you want some? It’ll do wonders for your cataracts! Say, got any red potion? I got the munchies really bad!”

And we didn’t need the Ian McKellen cameo in 2026.

Oh, OH, I get it now! Tears! Ian McKellen! Alright, Sir Ian, give me a moving performance! I have a Goron in need of dusty eye cleansing!

So while I have no objection to a comedy boss or a cartoon sketch where the bosses get actual halos and begin floating up to heaven, I sort of do when the whole game isn’t like that. Ocarina of Time is NOT all like that. This is really the first time anything this Bugs Bunny-like happens, AND THIS MARKS THE POINT WHERE YOU’RE READY TO FIGHT THE LAST BOSS! Even as a 9 year old I thought they took this whole bit too far, and that was with Nintendo 64 quality graphics. With THESE graphics? It’s incredibly jarring and just plain out of place.

AND WHY THE F*CK WOULD THEY GO TO HEAVEN?! Did they attend church every Sunday? Did they pay their tithing? Given the fact that I’m the one that killed them, I know they didn’t repent on their death beds. You know, like I plan to do.

This whole thing reminds me of how they ruined the best joke in the Super Mario RPG remake. In Mario RPG for the SNES, a little boy knocks out Mario by shooting him with a toy cannon and it looks so violent and impactful that’s it’s F*CKING HILARIOUS. In the technologically advanced Switch game, a couple low-impact nerf balls hit Mario and then he spins around and faints like a total drama queen. Gag ruined. Ocarina’s remake’s funniest part is also ruined. Of course I’m talking about the squabbling sound effect, which is completely missing in this updated version, replaced by a spoken version of the same scene. Personally, I thought the sound effects were a lot funnier than the actual dialog. It’s still silly though, and this is too late in the game for a silly tone. If they insisted on a Looney Tunes sketch, then the witches should have been a much earlier boss. The solution is obvious: just give players the mirror shield earlier in the game. Why not? It’s not like it gives you some kind of incredible advantage that would wreck the rest of the game.

Unlike Wind Waker, there’s not much in the way of actual light-reflecting puzzles. Really, I thought the mirror shield was a weak item to get at this phase of the game. Probably the most complex thing you do with the mirror shield is the boss fight itself, and it’s one of the easier fights in my opinion.

And since I’m complaining about things that bugged me in 1998, I might as well say that I always thought Ocarina of Time’s final “dungeon” was weirdly weak. It’s the first “Costco Dungeon Sampler Pack” in the franchise that has bite-sized callbacks to previous dungeon themes, only I found the rooms to be too damn easy. You have to clear out six of these, then climb a giant staircase where you fight a couple lizards, skeletons, and knights before the big final battle with Ganondorf, which itself is sort of a rehash of the Phantom Ganon battle from earlier in the game. None of the rooms feel like they’re of the “greatest challenge” variety. They feel like deleted scenes, frankly.

I do like the look of the hub of the dungeon, though. It’s properly spooky and ominous.

But that’s all my big complaints. Ocarina of Time 2026 really does prove the 1998 original is a masterpiece. I remembered Wind Waker as my favorite Zelda game UNTIL I replayed it. Now that I just replayed a juiced-up version of Ocarina of Time, I think it’s a safe bet that it’s my favorite Zelda ever. To the 9 year old brand new gamer me, I remember how real the world of Hyrule felt. Far more real than anything I experienced in Banjo-Kazooie. Twenty-eight years later and that land now looks real too. So do the monsters. Here’s a peahat:

Okay, so it’s still a sentient flying pineapple. BUT, an evil sentient flying pineapple that has never looked better!

And here’s Morpha. And yes, when the battle started, I embarrassed the sh*t out of my family by shouting “IT’S MORPHA TIME!” Of course I did! I’m a f*cking loser! What did you expect?!

Someone was a fan of The Abyss.

And maybe I’m just easily impressed but I was blown away by the boulders during the death mountain climb.

Wow. F*ck your cold heart if that doesn’t impress you. WOW! And yeah, looking THAT good does make the stakes feel bigger. When you get hit by those, you feel it.

That’s why I found the inconsistent art direction so frustrating. Because sometimes Ocarina of Time pulls off graphics so hyper realistic that I’d stop moving just to take a moment to appreciate that, in 2026, I can still be left awestruck by a video game’s appearance. I wish I could go back in time and show this to my 9 year old self and say “some day, games will look this good. You don’t even have to wait that long. By the way, you’ll live to see the Warriors win four championships and the Valkyries to win at least once. In fact, that last one happens five days before this comes out.” And then 9 year old me will be like “wait, who the f*ck are the Valkyries?”

I’ve heard some people say that the fishing has been nerfed. I felt the same way at first, but now I think it might be one of those things where now I know exactly what to do, so it’s not so hard anymore. (shrug) Admittedly, the hardest part of this review was sorting out which aspects were genuinely made easier by design and which aspects are easier because I’m not inexperienced at gaming or specifically at Ocarina of Time anymore. The fact that I never replayed the game made it harder to sort out too.

And there’s other improvements great and small. The notorious water temple is much more streamlined thanks to a very smooth interface with the iron boots. They’re mapped to the D-pad now so you can just click them on and off, easy peasy. This is a temple that took me days to beat as a child that I finished in about an hour this time around. It can’t ALL be experience, right?

They also changed the look of the architecture to offer more visual clues as to where to go. This one I don’t have to speculate about, as they’ve called fixing this dungeon “overdue homework.” I think they’re going to get an A+ on this homework.

If you want to use motion controls for aiming, that’s an option and it’s winning universal acclaim on my Facebook feed. My jiffy-pop hands wouldn’t cooperate for the slingshot or bow & arrow challenges, but I used them for the horseback range in the desert and thought they worked intuitively enough.

I could SWEAR that the Lens of Truth drains magic less fast than it originally did. I remember constantly running out of magic in the N64 version, but it wasn’t a problem here. While item refill drops were a little on the stingy side, I rarely had to refill my magic.

Now, in fairness, they might have taken the update too far for hardcore veterans of Ocarina of Time, as many aspects of the game sure do seem significantly easier than I remember them being. Maybe. This is where it’s kind of hard to tell what’s on the remake design itself and what’s on me just knowing what to do since I already played the game once. I’ll just list off the things that I personally thought were much easier than I expected.

This was so easy that I didn’t even jump for joy. I was so startled that it was already over that I needed a few moments to process it.

As a child, it took me so very, very many attempts to win Bombchu Bowling that I’m kind of embarrassed to admit it. In 2026, I played it once and won the piece of heart with plenty of bombs left. Also nerfed is the Big Poe hunt. The Big Poes are much more generous in how spectacularly you can screw up. My aim was so piss poor that I got made fun of on Facebook for it, but the clip still ends with me scoring the kill anyway. You can f*ck up badly and still easily clear this side quest, and if that’s somehow still not nerfed enough for you, in 2026 you only need to collect five Big Poes to nab the big reward (a jar) instead of a complete set of all ten.

I think the Big Poe side quest is one of the more polarizing. Personally, it was not among the highlights of my childhood experience playing OOT. I think it was more fun in 2026 thanks to smoother horse movement and faster gameplay and, honestly I wouldn’t have minded hunting all ten if they had kept it that way. They also added a fifth jar, so if you still REALLY dislike Poe hunting, you can wait until you collect the light arrow and one shot the Big Poes to death.

Finally, I thought most of the bosses were a lot easier. BUT, this one I really can’t say if the bosses have been universally nerfed in the remake or if it’s just experience talking. The fights aren’t necessarily one-to-one copies with graphical upgrades. For example, the Dark Link fight feels more elegant and life-like in the remake. I don’t know how to say it except to say that it almost feels like Dark Link is being controlled by another player. He behaves and attacks more like a human controlled Link would, which makes the experience more immersive and real, in my opinion. He also opens himself up for attack more, so the fight might actually be easier. Maybe. Again, it’s hard to tell but I remember thinking this wasn’t the most fun fight. Now it’s one of the highlights of a game that’s a parade of highlights.

Total highlight though, to the point that I’m still surprised they didn’t save this for Ganon’s Tower, which could have used more highlights.

I seriously doubt anything I can say would change anyone’s mind about a purchase of Ocarina of Time: 2026. You were likely either in the moment the trailer dropped or you were rolling your eyes. For me, I was so excited, in a way that 2026’s Star Fox 64 remake didn’t do for me at all. Now I loved Star Fox 64 as a kid, but it wasn’t a major milestone in my life like Ocarina of Time was and it wasn’t on my radar for a remake at all. I think I could probably review Star Fox 64 without worrying about my personal nostalgia for the game getting in the way. But there’s a reason why I hadn’t touched Ocarina of Time until now. I didn’t think the game could possibly live up to my memories of it.

“Uh, so just to be clear: we ARE dead and are now ghosts, right? Like, we died in our respective temples? You for sure, Darunia. I saw a mound of dragon sh*t shaped just like you.”

With a remake like this, I don’t have to worry about nostalgia. Ocarina of Time 2026 was everything I hoped for. The quality of life fixes were mostly welcome. The cutscenes were a little long in the tooth and the voice acting was inconsistent, but the graphics knocked my socks off and the soundtrack was breathtaking. Some aspects of the game that befuddled me at first I learned to live with. It’s a remake, so the layouts of dungeons might come across as overly simple, especially early in the game. This was a first-of-its-kind game, and twenty eight years later, the Great Deku Tree or Dodongo Caverns dungeons do feel a little primitive compared to the dungeons that follow them.

I loved the textures and, really, the whole vibe of Jabu Jabu’s Belly. It’s so moist and gross. BUT, it wouldn’t have killed them to redo the Octorok models. They’re pretty much the only basic enemies I can think of in the game that still look too much like their Nintendo 64 models in a bad way. They only look that way because it was the best they could do with the N64 limits, but they stand out in the worst possible way in this remake.

But, those could also very well be the first ever dungeons played by a new generation of Zelda players. With that in mind, I have to remember that this remake is a treat for me, but it’s really aimed at young people who wouldn’t play the Nintendo 64 if you paid them. I’m so excited that kids of 2026 can experience Ocarina of Time in a similar way to myself 1998: on their terms, by the standards of the technology of their era. Because Ocarina of Time really is a generational masterpiece. If anyone wants to know why Nintendo is in the position they’re in, it’s because WAS the first of its kind game. They could have applied the brakes and played it safe, but instead, they turned in a very ambitious game, just like they did with Mario 64. Except, if you remade Mario 64 like Ocarina, keeping nearly the exact same layouts and goals, I really think it would come across as antiquated. Meanwhile, the overwhelming majority of Ocarina of Time is STILL every bit as ambitious in 2026 as it was in 1998. Wow!

The combat is so crunchy and satisfying.

I found myself ditching the horse and walking across Hyrule so that I would have plenty of time to enjoy the attention to detail in the world they created for fans like me. Well, that and also so that I could face a maximum number of enemies and enjoy the improved combat. The swordplay now feels so violent and cathartic that I dare say it might be my favorite combat in gaming history. It’s so satisfying and the bosses so enjoyable to battle that, when I was supposed to be grabbing the gold spiders and heart pieces I missed, instead I was rematching bosses in a new feature: the Hall of Fallen Foes.

You enter this via various beds in Hyrule. Here, you can examine any of these statues and, for bosses and even mini-bosses, you can rematch them WITH a time trial. It’s a very welcome addition.

So, for what it’s worth, I think Ocarina of Time 2026 is a good investment in your entertainment dollars, regardless of your history with the game. If you were a holdout who couldn’t stand the Nintendo 64 graphics or thought the original OOT interface was too janky, the game is now drop-dead gorgeous and plays like a dream. I didn’t mind only equipping one weapon at a time because of how refined the overall interface is. Even something as simply as putting masks on or entering a tune in the Ocarina feels better now than ever before. More importantly, the game feels real in a way that I never imagined possible. I don’t know how else to say it except Ocarina of Time 2026 now actually does look as good and plays as good as it seemed back in 1998, at least to a wide-eyed 9 year old playing her very first action-adventure game.
Verdict: YES!

Indie Gamer Chick’s Zelda Reviews
Legend of Zelda (NES) Zelda II: Adventure of Link (NES)
Wind Waker (GameCube) The Minish Cap (GBA)
Game & Watch (Handheld) Link’s Awakening Remake (Switch)

My Ganondorf hear-me-out cake. Thanks, Oz.

“Did you do it?” “Yes.” “What did it cost?” “Everything. I mean, a f*cking Zora princess wants to lay her eggs in me for Din’s sake.” (Zelda smiles with menace)

Isles of Sea and Sky (Nintendo Switch and PC Review)

Isles of Sea and Sky
Platform: Nintendo Switch and PC
Released May 22, 2024 (PC)
Released October 8, 2026 (Switch)
Designed by Jason Newman
Developed by Cicada Games
This review was played only on Nintendo Switch
$17.99 (normally $19.99) is grateful for the lack of a death counter in the making of this review.

I think Lolo took one look at this and was grateful for his forced retirement.

I guess I must have been feeling nostalgic, because it’s been quite a while since I reviewed an indie game. I was actually checking the Nintendo Switch eShop for retro collections when I saw this in the new release section, and it demanded attention. I mean, look at it! It’s just so ambitious! An open world, non-linear crate-shoving puzzler with a seafaring theme similar to Legend of Zelda: The Wind Waker? That sounds awesome, right? And, at its best, Isles of Sea and Sky is exactly what you want it to be. I just wish it wasn’t so damn abstract at times.

At the time this screenshot was taken, it was impossible for me to finish this puzzle and grab the star in the lower right corner. Remembering where certain puzzles are and figuring out the moment they become open to solving is arguably the main aspect of the game.

First off, non-puzzle fans need not apply. If the type of puzzle seen in the clip below isn’t your jam, you might as well stop reading now. Despite being open world and nonlinear, nothing Isles of Sea and Sky does from a gameplay perspective is going to blow your mind and make you reevaluate your stance on puzzle games. If you’re thinking “that looks just like Zelda!” it’s actually barely like Zelda at all. Zelda has the occasional box puzzle. Isles of Sea and Sky is all puzzles, all the time with no combat, bosses, or even dialog.

By the way, there is a story, but it’s told entirely visually. There’s also the occasional monster too, but even when there is, they’re still block-shoving puzzles. There’s other kinds of puzzles too, and actually, the entire point of the game is kind of a puzzle. Isles of Sea and Sky is made specifically to cater to the old school gamer who bitches about games holding hands too much these days. Right from the very start, you’re given no instructions at all for this one. You’re not told where to go. The game doesn’t even tell you what the goal is. You’re placed in a simple puzzle on a starting island, and then it’s up to you to figure out what to do and where to go from there.

This early puzzle gives you the gist of the main concept: hit gongs. When you hit the gongs, their corresponding blocks disappear. If you reset the room, those blocks will return. HOWEVER, like in the above room, if you were to grab the key and then hit the reset button, you would still have the key. Breaking those green blocks with the arrows is also permanent. Some puzzles require you to do one set of actions that breaks a block, then hit the reset button and do something different now that those blocks are removed forever. Any item grab is permanent. Hell, you don’t have to survive the process of getting the item or need a way to be able to escape the room. The only actions that aren’t permanent are crate pushes and gong hits.

Don’t worry, though. There’s no action buttons to push. In fact, besides movement, you don’t push buttons at all unless you f*ck up. One button undoes the previous move or moves and is quite extensive. You can sometimes undo moves even if you left a room. There’s also a room reset button, and if you press it by accident, it can be undone. There’s no lives and you have unlimited fails to solve everything. Oh, and sometimes the rewind/reset buttons are worked into the puzzle design, though even the puzzles themselves adhere to the nonlinear mentality. It’s entirely possible to enter a room that has puzzles you can’t solve now but will be able to later, but sometimes you can solve half of a room now and the other half later. It might take you a while to realize that, though.

It looks like one of the Game Boy Color Zelda games, but gameplay isn’t even a little similar.

The actual point of the game is to awaken four elemental gods on four separate islands by collecting six of their specific gem stones. When you have six (and there’s a LOT more than six) and return to the God, they open up some kind of special block that adds to the puzzle design. There’s also an item on each elemental island, and, while I’m sure there’s probably some kind of trick to finishing the game without the items, I can’t imagine how one could do it. Then, you have to return to the starting island and solve four more puzzles to beat the game. You make progress by collecting stars and keys that allow you to open up more of the game’s world. The closest the game comes to linear design is using the stars to gate you out of areas you’re not ready for. In theory, at least.

This is what I call a “treasure tease” in the Zelda franchise. I stumbled upon this island very early on, but you can’t partially solve it until you’re about halfway through the game and can’t solve the whole thing until you’ve collected the item from the fourth island. And then the game doesn’t even tell you what the crystal ball does.

I got the game’s ending with 67 stars. Afterward, I went back to my save file and checked out a few more of the smaller, non-essential islands that I knew I never finished completely, ultimately bumping my star count to 74, which still isn’t even a little close to 100%ing the game. There’s actually 120 total stars plus a surplus of extra god gems. Like, I found a big cluster that had one of each type on a random island post-credits. To give you an idea how much stuff there is to do, including “post-game” content, I saw the end credits without ever knowing what these do:

I was calling them arrowheads but maybe they’re bird beaks. Maybe they’re lumps of coal. Maybe they’re Cthulhu’s tear drops. (shrug) Also note the star gate with “35” in this picture.

It turns out that they’re the gems you need for the fifth God on a special “dark” level that I think requires you to finish the game first. After the credits, I remembered “oh right, there’s an entire fifth island with mirror puzzles I walked out of.” The island is locked until you get 45 stars, but once I opened it I realized that I was probably going to get an item that let me jump over holes. And I was right. So I returned to that area and found out what those paperweights do.

The thing is, those black stones meant NOTHING up to this point. The game never told me what they do or why they would be important, and honestly, I didn’t care. While I’m sure a lot of people will really enjoy that the game has no dialog or instructions and stays abstract and vague the entire length of the f*cking thing, the problem that comes with that is a lack of tight design. After a while, I was really sick of the vagueness and lack of direction and wondering if I was in a section of the game I wasn’t supposed to be in. There’s a LOT of content in Isles of Sea and Sky and some jaw-dropping awesome puzzle design. But, it’s presented in a way that I don’t really want to 100% because I don’t want to wander around aimlessly hoping to stumble upon puzzles I haven’t done.

There is an undeniable joy in finding new levels, and there’s a TON of smaller islands to explore. Again, you can tell the people who made this were fans of Wind Waker and wanted to invoke the sense of exploration that game had.

Actually, there were a LOT of things that I never solved in Isles of Sea and Sky while still getting the end credits. In 2025, the PC version got an update that included a lot of bonus content. I didn’t play the original build so I’m not sure what’s the new stuff that was added, or if the Switch even got that stuff at all. But there was a puzzle in the water level involving seashells that I never solved or even found out what the point of the seashells was. There was something involving seagulls in the ice/sky level that I never solved. I didn’t find all the music notes in the fire level OR the ice/sky level, and I really don’t care to keep looking. I enjoyed Isles of Sea and Sky, but not so much that I had to ace it.

Here’s a tip: if the snakes in the upper left and right corners have red eyes, that means there’s a hidden path (or something else hidden) still to be uncovered in a level. I didn’t even notice this until after the game and was using the shaking of the Joycons.

While the puzzle design is amazing, the gameplay can be janky. Hidden pathways like the ones seen in the above screenshot you get just by walking into them, and I discovered the existence of hidden paths in Isles of Sea and Sky because I accidentally triggered one via loose controls. In other words, I found something because I took more steps than I intended. It wasn’t a one-off accident, either. Don’t get me wrong: I was usually actively searching for a pathway when it happened. BUT, there were many times where I was focused on finishing a puzzle and discovered hidden paths just because of the loose movement controls. I honestly don’t think I’ve ever played a game in my life where I found more hidden things by accident. It makes me wonder if the controls were deliberately made to be loose and inaccurate in order to aid in the discovery of the game’s secrets. I hope not.

The fire level has three rooms where you have to outwit monsters and shove blocks into them. I really enjoyed these and wish the other main islands had stuff like this.

Did I have fun? Yep. More fun than not? Also yep. But I’m fairly certain I would have enjoyed the puzzles and overall design of Isles of Sea and Sky a lot more if the game had made it more clear what the requirements for victory were, or what certain items do, or hell, even what levels you WANT to be be in and which ones you want to avoid for now. The lack of direction all but assures the game will get off to a slow start and have a lot of self-inflicted downtime. It’s artificially slow at times and it didn’t have to be, since that slow start and all the aimless wandering is in “service” to the no instructions, no direction, “figure it out yourself” mentality.

The hero is celebrating the discovery of a music note. Each of the four main islands has six of these “hidden” though if you look closely you can usually see where they are.

BUT, once you start solving puzzles and get a feel for what puzzles can’t be solved until later in the game (and thus waste less time staring at them), Isles of Sea and Sky becomes a very good game. One that might have come close to reverting back to slow and tedious at the end. I was actually grateful to learn that some of the larger scale puzzles are totally optional. I didn’t really care at all about the giant musical instrument puzzles and never actually completed the last two.

I didn’t finish this puzzle and I’m grateful I don’t actually need to, because this crosses the line into being an outright slog to get through.

Had a Facebook follower not clued me in that I didn’t actually NEED to solve the seagull puzzle in the sky/ice level, I’m not entirely sure I would have finished the game at all. To be honest, I was kind of getting bored by the more convoluted puzzles that require you to turn some boxes into bombs that have a fuse based on how many steps you take. Later still, you have to push little tornadoes that you then can control independent of the hero. I had the most fun with Isles of Sea and Sky when it was just pushing boxes. The more complicated the game got, the more I was ready for that game to be over.

For what it’s worth, they’re not necessarily boring. Just convoluted.

Okay, so I wish Isles of Sea and Sky was more streamlined. I don’t necessarily think the game scales properly even if you stick to just the main islands in the correct order they’re meant to be played. You see, the more convoluted the puzzles get, the easier it is to recognize which ones you can’t finish yet. During the water level, I genuinely wasn’t sure if I was going to get an item that let me swim, but in the sky/ice level, it was very obvious (and had been for a long time) that I was going to get an item that let me jump over holes. I’d figured that part out before I even got to the ice/sky island. Additionally, the tornadoes also make it easier to figure out where the “final move” of a puzzle is and reverse engineer from there. I think Isles of Sea and Sky (what a dull sounding name) was MUCH stronger during the first two elemental islands, then it kind of tapered off.

I’m sure this “U” has some significance.

With that said, I easily got $20 worth of entertainment out of Isles of Sky and Sea. It’s an elite puzzler that also does an excellent job at the non-linear exploration elements. Okay, so I personally think the game would have been better served with tighter design that focused a player’s attention, which would have allowed for proper scaling. Apparently a lot of the more abstract puzzles come from that 2025 update. I likely won’t ever go back to finish them, but that doesn’t mean I disliked the game. I’m walking away from Isles of Sea and Sky having gotten the end credits and being totally satisfied with my purchase.

Please don’t ask me to explain what the story was about. The princess kept slapping me when I met up with her, but then I think they made love, then they transformed into Moana and Maui or possibly the Navi from Avatar, and also there were Power Rangers too, at least from what I could gather. Oh, but it’s not pretentious. No sir. Not at all.

I bought Isles of Sea and Sky expecting nonlinear, open world box shoveling puzzles, and by golly, those were everything I wanted them to be. MOSTLY enjoyable, and even when the game slowed down, I wasn’t forced to play the really out-there puzzles to get the ending. So yes, I enjoyed Isles of Sea and Sky, and if you’re into games like Lolo or Baba is You, I think you will enjoy it too. And hell, if you’ve got more patience than me, apparently there’s another full game’s worth of content after the credits. It’s like a brainy indie version of Super Mario Odyssey, only without the variety or jumping or bosses or….. Okay, so it’s nothing like Mario Odyssey except for the amount of content, but I think you got my point.
Verdict: YES! 

 

Wario World (Nintendo GameCube on Switch 2 Review)

Wario World
Platform: Nintendo GameCube
Released June 20, 2003
Directed by  Kouichi Kimura & Hitoshi Yamagami
Developed by Treasure
Published by Nintendo
Available with Switch Online Expansion Pack EXCLUSIVELY on Switch 2

“I hope doing this piledriver move never gets old!”

After Super Mario Sunshine, I guess I hadn’t gotten the idea of searching for treasure out of my system, so why not turn to THE treasure hunting Nintendo character? Plus, Wario World is actually made by Treasure, as in the legendary studio made out of Konami cast offs. Prior to Wario World, I’d only reviewed one other Treasure game: McDonald’s Treasure Land Adventure (yes, as in THAT McDonald’s) for the Sega Genesis that was seriously one of the best 16 bit platformers I’ve ever played. Go read McDonald’s Classic Video Games: The Definitive Review for that review. If Treasure didn’t phone-in a Ronald McDonald game, there’s no way they would do that with a Nintendo IP, right? RIGHT?!

“That doesn’t look too bad.” Oh, but it is.

Calling Wario World a 3D game is a little misleading. I don’t think it’s truly 3D most of the time. I’ve heard it described as 2.5D. I’ve heard comparisons to Crash Bandicoot. Either way, the game is framed so that it feels like a 2D game that has depth. “Isn’t that 3D?” No. It’s closer in gameplay to a top-down 16 bit game. A throwback to SNES/Genesis collect-a-thons, with a fixed camera angle that offers only a little wiggle room. When I say “fixed camera” I mean strictly the angle. The camera follows you, so don’t expect old school Resident Evil. Think more like a Zelda game or something like Super Mario RPG. There is absolutely no “looking around” in the levels themselves. You can view a little in front of you, and sometimes you can tilt the camera at a downward angle, but this type of looking:

Super Mario Sunshine (2002 – GameCube)

Well, you just plain can’t do that in Wario World, and I never experienced a single instance in any level overworld where I found the limited camera options to be useful. Even a level based on using reflections in a mirror, where you’re specifically told to use the camera angles, I didn’t think it helped. Hell, changing the default camera angle usually made things worse. But that’s not always the case, as the bosses and puzzle rooms can feel closer to the type of 3D game that was well established in the early 2000s. Wario World has eight levels, and each level has eight trap doors that look like this:

Doing a butt stomp into the trap door takes you to a “puzzle room” and in those rooms, you can do a full 90 degree rotation of the camera. It’s still not a free camera, but you can also tilt the camera downward (never upward) or make the game take place entirely from a bird’s eye view, and sometimes it’s actually helpful.

By “sometimes” I mean I felt I had to use it once. It was in this room, which is the very last puzzle room in the game. And I only used it here because it’s the biggest room in the game and consists entirely of narrow walkways. Going top-down made this downright easy to navigate.

So, right out of the starting gate, Wario World feels like a relic in terms of style of game. A massive, massive downgrade from the humongous levels of Super Mario Sunshine. But hell, it’s not 2003 anymore and I’m all about exploring different styles of games, so what might have hurt in 2003 doesn’t matter in 2026. Despite that, I found Wario World to be a total slog and one of the worst Nintendo-published mascot games ever made. I literally can’t believe Treasure made this, because Wario World is f*cking boring.

This, the second level of the game, is the one decent level and the only one I had to do significant backtracking to 100%.

For whatever reason, the game leans into Wario as a sluggish, lumbering oaf. Okay, so he’s fatter than Mario, but so what? He could jump and platform around every bit as good as Mario in Wario Land: Super Mario Land 3 and Virtual Boy Wario Land. Then, following those two games, for Wario Land 2 and 3 Nintendo turned the character into a high concept “you can never die” puzzle platforming experience where Wario changed form based on allowing enemies to hit him (I’ll review those soon).

Falling off a ledge doesn’t result in your death. Instead, you’re taken to a penalty room where you have to punch boxes. All but one box will have a bomb. The correct box, which more than once was the only one left after I broke literally every other box, will have a spring that returns you to the surface. You don’t lose health, or at least I don’t think so. Instead, you lose coins if the ghost rhinos grab you or if you touch the water or whatever that is. Since coins are everywhere, I never came remotely close to finding out what happens if you lose your coins. This was just a massive waste of time.

So there’s a precedent that Wario is every bit as limber and capable at platforming heroics as Mario. That’s all out the window here. Wario can barely jump and the pitiful level layouts do well accommodating that, IE they’re not exciting to navigate at all. He also doesn’t spring off enemies and has to rely on ladders or these little balls scattered throughout the world to climb even small structures. Very rarely, you might use an enemy for climbing, but those moments are few and far between. It’s also one of the poorest controlling Nintendo games in that the timing feels….. off.

Behold: the treasure hunting aspect. The majority of these are just laying around somewhere.

But Wario’s games are about finding treasure, right? Well, about that………

In Wario World, each of the game’s eight levels (not eight worlds. EIGHT LEVELS) has eight treasure rooms that are guaranteed to have a crystal in them, so 64 total red crystals. You need X amount of crystals to unlock a level’s exit and face the boss, but you’ll just naturally pass by enough puzzle room doors to get them if you don’t go for 100%. There’s also eight statue pieces per level, some of which are in the puzzle rooms and some of which are “hidden” on the levels. Another 64 things. There’s eight separate treasures per level that have to first be spawned by hitting their corresponding button and then locating the platform the chest is on:

Sometimes a button requires a little backtracking to find its treasure platform. Thankfully the buttons and platforms are color matching and once you nab the treasure, the platform turns gray to show it’s claimed.

And sometimes the buttons are up against a wall and have to be activated by having an enemy thrown at them. So I’ll call it 64 for the buttons + 64 for the treasures themselves. Finally, there’s five elf things trapped in boxes in each level, and again, sometimes they’re in the overworld and sometimes they’re in the puzzle rooms. There’s forty in total and, apparently, they’re the only thing that changes the ending. As per tradition, Wario World has multiple “endings” though your reward for 100%ing the game is a f*cking static screen of Wario sitting on a throne.

Oh f*ck off with that lazy sh*t. Seriously, really?!

But the journey is the reward or whatever. 64 + 64 + 64 + 64 + 40 = 296 total things to find in Wario World. Gosh, that sounds like quite the treasure hunt, right? Yeah, no, as maybe two dozen total things require a little bit of off-the-beaten-path searching to locate them. Most of the crap you’re looking for you’ll pass along the one and only main path in each level, with MAYBE a small hint of having to walk up and down to spot something.

Wario in Baby’s First Treasure Hunt.

If it actually requires searching, it’s not THAT much searching or backtracking. Sometimes you’ll pass a treasure platform and then the button for it is a little further up ahead. If the elf boxes or statue pieces aren’t in levels themselves, you’ll probably find them right next to the crystal in the puzzle rooms. It’s baffling. Less than a handful of times, the puzzle rooms separate the crystal from whatever the other reward is, but not in a way where you have to do additional challenging things.

The “puzzle rooms” are more like ultra-stripped-down versions of the “pure platform” challenges in Mario Sunshine.

And the puzzle rooms are completely toothless bores. If you fall off the edge in those rooms, there’s NO punishment besides having to start over. You don’t lose any health. They’re the most rudimentary of platforming challenges. Maybe two or three out of sixty-four in the game put up an actual fight or made me stop and think about how to tackle them. And locating them isn’t exactly hard. Because the levels are fairly linear in their layout and branching paths don’t branch off too far, I could count on one hand how many times I needed to actually look around to find things I missed.

The Christmas theme goes to waste too.

Thankfully, if you miss stuff and need to restart a stage to 100% it, you can quit and return to the hub as soon as you gather the treasure and it still counts. So, total times I needed to significantly backtrack? Twice in the entire game: once in the second level for a single statue piece and once in the Christmas/ice theme because there’s a slope that you can’t climb up once you’ve passed them. It took me like five minutes to get what I was missing. The rest of the stuff I got just by spotting it through normal progression. The treasure hunt is a complete failure.

If the puzzle room has steel doors, like seen here, you must piledrive an enemy through it to enter it. Or, instead of an enemy, just the little weightless bombs the enemies fire at you. Holding ANYTHING that you can slam will work to open these doors. Since enemies respawn (sometimes you have to walk away and come back a couple times to make this happen) this is just busy work that adds NOTHING to the game. Sure does pad out the run time like a champ, though. See, that’s why they give you the big bucks, Treasure. You think of things like that.

So if that’s the case, what’s even the point of Wario World? They seem to have been aiming to make a brawler-platforming hybrid. The game constantly spawns the same tiny handful of enemies that are reskinned to look different on each level, but functionally they’re the same two or three basic enemies you were introduced to at the start of the game. You can punch and tackle them to kill the smallest ones. The medium or large ones have to be “finished off” by using a power move.

By the way, this clip is the entire Wario World experience in a nutshell: fighting the same couple reskinned basic enemies you met less than a minute into the first level while you “locate” a chest full of coins, a puzzle door and a treasure chest just by literally crossing paths with them along the level’s main path. Astonishing in how uninspired it is, really.

I’d say the brawling was probably the main focus, except it’s just too limited. When enemies are seeing stars, this indicates you can pick them up and do a power move. For example, you can jump in the air and do a piledriver, which not only kills the thing you’re smashing but does splash damage to everything around it. It’s the quickest and lowest effort of the power moves. Or, if you’re stupid, you can throw them, but this has to be charged up and aimed. The piledriver doesn’t require charging or aiming. Just pick-up, jump, and press a button for maximum splash damage to everything around you. You can also swing them, and I’ll get to that. But that’s the extent of the combat.

This seems to have been the sole idea the development room had and they had to base an entire game around it.

Now the game does reward you with coins for throwing enemies at other enemies or hitting piledrivers off higher and higher ledges, but coins are literally everywhere. The infinitely repawning enemies drop them, and if you leave a puzzle room and come back to it, all the coins are restored and the treasures you got out of it are replaced with chests full of coins. But unlike previous Wario games, coins don’t boost the ending you get. Neither do the statue pieces, which instead increase your health by a half heart if you get all eight out of a level. The treasures are useless on the Nintendo Switch 2 since, on the GameCube, they unlock samples of MicroGames from WarioWare Inc.:  Mega MicroGame$. The only thing that affects the ending is the boxes with the elves. So combat is both the focus of the game and usually unnecessary towards progress. After a while, I found myself avoiding combat sections.

The one clever bit in the game happens twice. In one level, you have to knock out evil flying magnets and throw them at steel walls to turn them into platforms. In the final level, they do the reskinning trick and turn the evil magnets into evil flying garden shovels that you throw into dirt walls. It’s not the worst idea, but it’s wasted in this game.

Technically the game is split into four worlds that each have two levels and a big boss, but the worlds have no connecting themes at all. Like, the final world starts with a magic mirror level, and then the final level of the game is a totally uninspired Ancient Egypt theme. AND BY THE WAY, TREASURE: the desert/Egypt theme is very well established as a mid-game theme. Especially in the Mario universe, where Wario, like it or not, will forever be compared to. You can’t end a game on a desert level. It makes an already short game feel downright sawed off.

And it actually feels exactly like a mid-game level too. There’s NOTHING special or unique about it. It’s the boilerplate desert style level. Like the mirror level that starts world 4 would have made so much more sense as the climax of the game because at least it has a unique gimmick.

And what’s frustrating is none of the levels feel like they have their own personality, with two exceptions and one of those doesn’t last. The first is a creepy circus level. Oooh, that’s a titillating theme for a Wario game. Imagine what you could do with it! Except, again, almost all the enemies are just reskins of the same enemies you’ve been fighting from the start. Same attack patterns, same weaknesses, different looks, and that muffles the potential for the theme to land because if the enemies are just a facade, logically the set dressing will feel like a facade too. And that’s exactly what happens. Then, halfway through the level, it turns into a generic city theme anyway. Look! This screenshot is from the circus level!

It’s like they ran out of ideas for a circus so they just stopped. Wario World is like drinking a glass of flat soda. There is something missing with the experience. There’s no pizazz. No kick to it. All the levels feel samey because the themes are superficial and mostly feature the same kind of enemies and puzzle rooms you’ve been fighting all along. The mirror level is the most notable stage in that you’re supposed to use your reflection to navigate, and for about ten seconds, it does an interesting thing where you can only see enemies by their reflection. It sounds great, but the actual level design isn’t ambitious at all. It’s so basic that it makes you realize they never actually got far past the “use your reflection to navigate” pitch. It’s basic, because they didn’t really think it through.

That’s just so lame, you know? Not once in the entire game did I look at something and say “that was really clever” or “that was really elegantly crafted.” That last one really bugs me. You expect Nintendo publish games to be elite in terms of craftsmanship. Maybe they thought “well, it’s Wario so we don’t need elegance.” The character is inelegant. Fine. But the worlds Wario has been established to explore have always been thoughtfully designed. They didn’t bother with that here.

This might LOOK cool, but it’s just the hub world, which has no hidden stuff to find. EVEN THOUGH THE PAUSE MENU HAS THE SLOTS FOR THEM! In retrospect, that was an ominous sign of how bad the entire game would be.

For me, the swinging attack is the element that shows they just didn’t care. Knocked out enemies can be picked up and swung around, taking out other enemies or activating switches. The game leans so heavily into this that almost every level has a segment where you’re locked into fighting wave after wave of enemies for 60 seconds, usually with columns nearby in order to do the spin attack (even though some enemies block literally every shot from them). But you have to physically rotate the control stick, so it doesn’t happen instantly. And then they incorporated it into the navigation, like so:

In that clip, I didn’t slip off the platform, but you can, and it’s actually easy to do so. To do these things, I had to literally place my controller down and then spin the analog stick because anything shy of spinning perfectly will likely cause you to wobble off. At other times, there’s dials that you have to rotate, sometimes clockwise and sometimes counter clockwise. Using enemies to solve puzzles is fine, but the cartoonish violence vibe they were aiming for doesn’t land at all because the controls are so fickle and sloppy. There’s no joy in these moments.

To damage this tree, you have to knock the acorns off it, then butt stomp the ground to cause them to roll at an angle where you won’t hurt yourself picking them up, then you have to throw them back at it. But the collision is imprecise and I usually took damage anyway. It feels like a game that’s still in its beta stage. I just can’t believe the same people who turned out a masterpiece starring Ronald McDonald could make such an amateurish mascot adventure FOR NINTENDO. It’s actually weird Nintendo said “this is fine.” It’s really not. It’s a pretty bad game, folks.

So the treasure hunt is a total fail. The combat is repetitive and pointless. The levels feel hollow, with poorly executed themes. What else could they possibly f*ck up? Well, it’s Treasure and Treasure makes awesome bosses, so SURELY they didn’t screw up the bosses? Actually, Wario World’s bosses are some of the most janky and inelegant I’ve ever played against. This is where I actively question if Treasure’s heart was in this or if this whole game was a holdover from the PS1 era that they inserted Wario into years later or what (apparently this came about because Nintendo and Treasure enjoyed making Sin & Punishment together). Each level has a boss at the end, and then every world has an additional boss, then there’s a final boss. So how many bosses are good? One, and it ain’t the first big boss, which is this thing:

The scale is awesome, but the the battle isn’t exactly the art of video games at its peak.

I was totally pumped when I saw the huge scale of it, but then the actual battle feels like an enemy that’s much smaller. The only addition to the normal combat is having to grab its tail and do a butt stomp to it. You don’t really do anything all that clever to fight it. Most bosses you still cause damage by picking up and doing the throw or piledriver to them. You might have to wait for an opening, but the combat feels, more or less, identical to the exhausting and repetitive combat that wore out its welcome during the levels.

And this somewhat hurts when the game does do clever bits. That mirror level I talked about? That stage’s boss is a play on the “follow the cup” thing that’s usually a bonus game in these types of releases. I’ve never seen it turned into a boss battle. Cool. After you do the normal punches to the boss and avoid his attack, he’ll retreat to one of three cups. Then the cups mix up and you have to follow it and select the right cup. Oh, and he’ll hide inside the correct cup so after selecting it, you then have to punch the cup in the air to knock him out of it. They should have made THIS the damaging move, but they’re really committed to the “mad moves” bit so you have to pick him up and piledrive him here (or do a charged-up throw).

A for effort, at least this one time.

But the bosses don’t scale right either, and sometimes the big bosses don’t feel any more or less special than the stage bosses. Like the second big boss is a two headed dragon that you punch like a basic enemy, then get out of the way and let the other head fry it. I didn’t even realize I was doing damage to this because it’s one of the few enemies you don’t execute the power moves to.

This was ALMOST clever, as the boss can attack by spitting out dozens of platforming sticky balls that, if you cling onto them, will pull you out of the battlefield and cost you health. But I beat this thing in about a minute on my first attempt. OKAY, so it took me down to my final hit. (shrug) I won, didn’t I?

The actual battle features sloppy attack patterns and strange timing between the two heads. And besides that, the scope of the battle doesn’t feel bigger than the two stage bosses you need to beat to unlock it. While I don’t think either fight is particularly good, they were a lot more memorable in their character models and felt a little less sloppy. Look at the screenshot above and then look at the two below. Would you be able to guess which is the world boss if I hadn’t already told you?

So Wario World was a total letdown for me. I actually had this when I was a kid and I remembered basically nothing about it outside the piledriver. I don’t think I ever played past the second level, but I didn’t remember it being bad, exactly. I think it’s in the same boat as Luigi’s Mansion: one of those games I put off playing because nothing about the first couple stages held my attention. But, unlike Luigi’s Mansion, I think I always assumed it would get better and I just wasn’t far enough along. Boy, was I wrong. I was SO bored playing this in 2026. I was hoping it was a slow riser that would eventually make me nod and say “okay, they had SOME inspiration.”

One of the best examples of lacking polish is the Medusa fight. It drops these rocks that you have to throw into volcanoes that cause them to erupt which causes it to crash so you can punch it, pick it up, and piledrive it. Except, there’s a pronounced delay in when the eruption happens. Like they thought it was too easy so they programmed in wonky timing with the movement of the boss flying overhead and the thing you activate to knock it out of the sky. But it doesn’t come across as challenging. It comes across as f*cking amateur hour programming.

Instead, Wario World comes across as one of the most cynical Nintendo releases, and probably Treasure’s worst game (though I’m going to need to review a lot more to certify that). At best, Wario World feels unfinished and uninspired. At worst? Hell, the worst thing I can say about it is the worst thing I can say about any game: it has no heart at all. It clearly doesn’t come from a place of inspiration. It exists to fill out a release schedule. You can tell from the puzzle rooms alone, because they’re so interchangeable and lack any imagination or stakes.

It’s like they didn’t have enough ideas to fill eight per level. Then don’t make it a hard rule that each level must have eight. You know, in Wario Land: Super Mario Land 3 and Virtual Boy Mario Land, there was no guarantee a level had one of the game’s treasures, and that made locating a piece of treasure a little more special. They didn’t shoehorn one into every level for the sake of a checklist. Incredibly, the relatively primitive Game Boy or Virtual Boy adventures with the same character have way more personality in their settings than a less technically limited game made by two of the most revered companies in gaming. Wario World has no charm, no personality, and given the circumstances, I’d be hard pressed to name a more disappointing video game.
Verdict: NO!
Let’s face it: the only thing anyone remembers about this game is the pause music.

 

 

Super Mario Sunshine (Nintendo GameCube on Switch 2 Review)

Super Mario Sunshine
Platform: Nintendo GameCube
Released on July 19, 2002 (JPN) August 26, 2002 (US)
Directed by Yoshiaki Koizumi & Kenta Usui
Developed by Nintendo
Available with Switch Online Expansion Pack EXCLUSIVELY on Switch 2

This type of thing is the good stuff, in a game that’s overstuffed with plenty of bad stuff.

Believe it or not, Super Mario Sunshine was my first day one console Mario game. Well, my first mainline Mario game that wasn’t part of the Mario Advance series. That means, even though I became a full-time gamer at the age of 9, I didn’t get my first day one Mario game until right after I turned 13, and it’s the Mario game that most people would probably call “the weird one.” Despite being promised for Switch Online around the Switch 2 launch, it took a while for Mario Sunshine to arrive, but I finally replayed for the first time in nearly a quarter-century (well, I did start a game in Mario 3-D Collection but didn’t keep playing long), and had a lot of fun. And also nearly threw my controller about two dozen times, give or take.

You certainly fight too many of these sludge plants early on, and it gets old fast.

The funny part is, even I remembered Sunshine as the Mario game where you had to spray gunk off various playfields and walls, but the reality of the game doesn’t quite match that. The overwhelming majority of Mario Sunshine isn’t about cleaning up levels. Oh, those are there, and there’s a learning curve to using the sprayer, but most of the game is an exploration-focused platformer. There’s seven primary levels, each of which has eight chapters that end with you nabbing a star or “Shine.”

“Shine, come back!”

Despite being only the second 3D Mario game and the direct sequel to Mario 64, Sunshine is a massive improvement over that game, at least mechanically. The camera is a LOT better, among other things. In fact, the camera works so well 95% of the time that the 5% of the time it completely sh*ts the bed and simply does not work, it’ll have you inventing brand new swears.

“YA GROGFROCK’N WHORE!”

Thankfully the controls were adjusted to make the game work on the Switch. On the original GameCube, you had to lightly press one of the shoulder buttons to move and squirt. BUT, on Switch, they mapped “run and squirt” to its own button. So if you were worried about winning the battles against Shadow Mario, hey, all you have to worry about is how tedious, repetitive, and boring those segments are.

Every 7th chapter (out of eight) in each of the seven levels is entirely based around chasing and squirting Shadow Mario, along with another pair of “chase and squirt” missions in the game’s hub world, and they ALL suck. Just the most samey, dull mission. Sunshine feels like the Mario game where the people in charge were told “no” the least because when it’s bad, it’s really bad.

For the most part, the water pack named FLUDD is a platforming tool that allows you to hover and, eventually, blast high into the air. The “rocket nozzle” feels like a big deal when you locate it in most levels, as it opens up (and often quickens) exploration.There’s also a “turbo nozzle” that I used less than a handful of times and honestly they could have removed it from the game and lost nothing. Meanwhile, the primary starting nozzle, the hover nozzle, is just about the most genius and intuitive platforming enhancement in 3D gaming. It was fun and intuitive to use in 2002, and it holds up in 2026.

For all the crap the water pack gets, I had basically no adjustment period for using it to hop around. It was like the last twenty-four years never happened. I wish that was the case since I enjoyed being 13 a lot more than I enjoyed being 37.

Unlike my experience replaying Zelda: Wind Waker, where my brain deleted the majority of things I disliked about the game in the decades since I first played it, I remembered everything that I hated about Mario Sunshine, specifically the maddening challenge of some of the missions. Each level has eight primary chapters, though you only need to beat the first seven on each to face off with Bowser. Even with modern emulation tomfoolery that Switch 2 includes, IE save states, the challenge was still insane. So insane that I decided it wasn’t worth the effort to go for a 100%. I finished the game with 89 Shines 90 shines and that’s fine by me.

I remember HATING the red coin challenges as a child, but this go around, they were almost certainly a highlight every time they showed up. Well, except when they’re bonus missions, where I found the time limits too strict. Attempting the first one was such a miserable experience that I immediately decided to skip all of them.

I think it’s safe to say they went a little overboard with some aspects of Sunshine. There’s far too many timing based challenges where I wonder who exactly play tested the thing. The worst chapter was one where you have to ride a Yoshi and squirt Cheep-Cheeps with fruit juice because it turns them into platforms. I assure you that I didn’t have a stroke and just type out gibberish there. That’s literally what you do, but the platforms you create aren’t on set paths. They are, however, moving platforms. EVEN USING SAVE STATES, I think it took me an hour to finish the chapter, and the entire time I was thinking “they intended people to start this mission over from the beginning if they screwed up even one jump?! Are they sadists?” The answer is, yes, they might actually be sadists.

I breathed out a sigh of relief when it was over, though I just barely made it before the Yoshi vanished.

That’s the thing that bothered me about Sunshine: the game’s hub world and the seven primary levels are all well constructed and lend themselves well to exploration, but there’s so many BORING chapters where the boredom is based almost entirely on bloated difficulty. Back in 2002, a single mistimed jump in the Yoshi sequence would have you starting over, which means climbing out of the water, returning to the dock, retrieving the fruit to wake the Yoshi from its egg and beginning the massive journey to the star all over. It’s a long way to the goal and the timing gets more and more fickle as you go along. F*ck that. Seriously, WHAT THE F*CK?! WHO TESTED THIS?!

And on top of all that, Yoshi has a time limit, limited ammo, and the platforms you make move, so it’s not like you can pace yourself.

When time limits are involved, Mario Sunshine tends to suck. It’s not universal, but it’s close enough. Personally, I think Mario Sunshine is at its best when it’s you, the water pack, a whole lot of climbing and looking for things. Chapters based around making you explore high into the sky are exhilarating. The game sets off an even more satisfying sense of vertigo than something like Shadow of the Colossus. It’s an incredible experience when it’s based around the sky.

Yes, more of this. (taps wrists) Put it in my veins.

These segments work out so well that I’m left completely astonished that the people who created them didn’t recognize when something was f*cking boring, like chasing Shadow Mario down for the eighth time or having to roll a watermelon without touching a single tree or one of the two billion enemies between the start and the goal. I’m always kind of baffled when good games become boring, but it’s especially jarring in Sunshine because they seem to have grasped that the vertigo was the game’s bread and butter. MOST of the game builds around this idea.

Sometimes the blue coins are fun to nab, especially when, again, they’re built around vertical exploration. Blue coins like this one are a hoot. Blue coins where you have ten seconds to cross a continent and the camera f*cks up so badly that you’re not even sure where it’s at? Not so much.

And those segments work so well that, when you move away from them, the game immediately suffers. It’s not just the primary levels, either. Of course, there’s the segments where you lose the water pack. Every chapter has one or two such segments, which play a remix of the original NES Super Mario theme to let you know these are the “pure” platforming parts of the game. Sometimes they involve spinning platforms. Sometimes they involve a lot of wall jumping. Hell, one is shaped like a giant Pachinko machine.

Usually the “pure platforming” stuff still has some kind of gimmick. Like this entire segment is fashioned like a slide and is probably one of the easier ones.

Personally, I thought these got really old, really fast. I didn’t care so much about losing the FLUDD. It was the fact that the sense of exploration was off the table, as these are (mostly) straight forward “go from point A to point B” moments. Mario Sunshine is so much better than Mario 64 when it focuses on looking around. I sincerely enjoyed looking for the blue coins (you can cash in ten of them for a Shine), and hell, I even enjoyed gathering 100 normal coins for a bonus star. Okay, sussing out which chapter is the one to go for 100 is annoying (some have more coins than others), so I didn’t do it for every level. But it’s not a deal breaker. What is nearly a deal breaker is the fact that grabbing the 100 coin star ends the level and sends you back to the hub world, so you can’t really do anything else. Why’d they design it like that? It makes no sense.

Usually the 100 coin Shine is then placed on the other side of the globe from you. You know, it wouldn’t have killed them to just hand you it.

I don’t think it’s just the FLUDD and the toxic waste that makes Mario Sunshine the weird one. Sunshine is haphazardly paced and lacks memorable bosses. My brain had completely deleted memories of the giant Wiggler, the manta-ray that divides into smaller ones, or the King Boo that you defeat by feeding it peppers. Actually, the only boss that I did remember from 2002, the giant Blooper, is repeated two more times when the original fight would have been enough. So really, even the good bosses are run into the ground. And hell, even the final encounter with Bowser (set in a giant hot tub) feels like it happens out of nowhere and is completely forgettable.

And I beat it on my first attempt too, so all the save states I laid down with the intent to cheat were a waste of time.

Actually, the whole ending sequence made me wonder if they had no clue how to end it in a satisfying way, so they just didn’t bother and phoned it in. After you defeat the final Shadow Mario chapter, the hub world floods and you follow Shadow Mario into a volcano that’s a relatively short final level. Some of the chapters where FLUDD is taken from you are longer than Sunshine’s entire ending sequence. When I say I was startled that the game was wrapping up, I mean it. The entire finale takes place in a long corridor with a few instakill spikes and fire traps and then an extended boat sequence where colliding with any rock is an instakill. And after that, you get the rocket nozzle and launch yourself up a handful of cloud platforms that have no enemies or other obstacles, and then you reach the final boss. Talk about going out on a whimper.

The kicker? It’s a BORING final level, especially compared to the excellent Bowser stages in Mario 64.

Having just spent a few days with Mario Sunshine, I get why it’s not among the most popular Mario games. Even though it was the #3 best-selling GameCube release (behind only Smash Bros. Melee and Mario Kart: Double Dash), a lot of people didn’t like the FLUDD, and I’m not really going to argue passionately that they’re wrong. I liked the hover aspect and the rocket, but the sludge cleaning and the combat? Well, I could do without, because it’s completely lacking in elegance. Sometimes, the combat with the FLUDD feels like it barely works at all.

Even the first big boss (and its rematch, seen here), there’s an inelegance to the combat. It doesn’t really feel like I’m drowning it with water. It feels like I’m hitting a solid target and the boss is growing fatter, but the two things feel disconnected. I just didn’t “buy it.”

I’ll also credit much of the dislike to the settings. Even though levels have gimmicks (IE one has a theme park, another a hotel), every level is still in a tropical, seaside setting with the same generic villagers. Compare this to the massive variety of themes that Mario 64 had and it feels like a major step backward. You would think a theme park setting is a great idea for a Mario game, but half the level is a completely separate tropical beach, IE that thing half the levels and the hub world itself have.

This screenshot was actually taken in the theme park level. What, can’t you tell?

Once you enter the theme park section of this stage, regardless of which chapter you’re in, I’m pretty sure you can’t return to the beach. As for the rides themselves, they’re not really all that interactive. The highlight isn’t the roller coaster, which sucks, or the Ferris Wheel, which you can’t even get in the carriages. No, in an entire theme park setting, only the two swinging ships feel truly “interactive” in the way you’d expect a Mario theme park level to be. What a letdown.

The best idea they could come up with for a roller coaster was not one but two target shooting segments, and neither of them is particularly fun.

So Mario Sunshine is plagued with samey levels, a lack of a balanced challenge, and an ending that’s given the bum’s rush more than the final couple seasons of Game of Thrones. But, I still had more fun than not, and really, it’s not even close. Oh, I’m not going to argue it’s an unsung masterpiece. I’d even say that the lack of variety (real or imagined) paired with the inelegant combat makes Mario Sunshine feel like it’s a third party game that somehow scored the Mario license. “Well, we were HOPING for the SpongeBob license but hey, we’ll settle for making a Mario game. I guess.” Like, the required-by-law level themed around the Boos is a hotel that’s not even outright themed like a haunted hotel.

“What if there was a hotel with a casino that was haunted by boos?” “As long as there’s a beach in front of the hotel and sludge to clean up.” “We’ve got, like, a dozen other beaches in the game. There’s other places people go on vacation besides beaches, you know?” (shakes fist) “I SAID PUT A BEACH IN FRONT OF IT!” “Fine, then I’ll, like, add a ghost manta ray on the beach that poops electric slime and splits into smaller manta ray ghosts when you squirt it or something.” “As long as it happens on a beach.” “Sigh.”

And I had an incredible time exploring the hotel. It really feels like they squeezed it for everything they could. There’s all kinds of hidden rooms, secret pathways, trapdoors, etc. But then there’s a casino section inside the hotel where just some guy blocks your entrance to it because it’s not supposed to be part of the chapter you’re playing right now. Then the actual casino is very limited and not really anywhere near as fun as exploring the hotel had been. There’s nothing clever about it at all, really. You just spray the reels on not one but two oversized slot machines with the FLUDD, then spray panels of a not-puzzle puzzle until they’re flipped the right way. Yawn.

Part of the unlock method is just spraying the reels until they match up. Nothing clever about it at all.

Then the King Boo fight is a slog as well. Even though it takes place on a giant roulette table and he has a slot machine that decides his attack pattern, none of it feels like it meshes well. Again, I just get this weird vibe that no idea was ever said “no, let’s try something else” to. So one of the best levels in the game has an entire section that sucks and a boss fight that didn’t really work for me at all. That’s the Mario Sunshine experience in a nutshell. Two-thirds of it is really fun, sloppiness and all, and one third of it ranges from boring to misery.

In theory you can just grind on this boss, deliberately avoid attacking him and score 100 coins via his slot machine. Again, haphazard.

Oh, there’s more than enough good game here for me to give it a YES! I think I fell just short of outright loving Mario Sunshine. Of the GameCube’s “big three” it was the weakest of the three for me and I’m guessing most GameCube owners. As a child, I loved Metroid Prime and Zelda: Wind Waker, but I’m fairly sure that I never even finished Mario Sunshine and walked away from it without regrets. Had I not been able to cheat, I would have likely done the same thing in 2026. I fully admit I used save states during this play session, mostly to eliminate the agony of falling and having to re-climb large sections of the game. I turned what could have been a months-long play experience into one that lasted just a few days.

Hell, I probably saved several hours on just the “you died. Return to the hub world, re-enter the level entrance, re-select the chapter, re-watch the opening spiel, and then start playing again” downtime. Like this, the only main course chapter where you lose the FLUDD, saw me die plenty during my childhood. That’s a LOT of resetting and restarting that you no longer have to deal with.

Sunshine is one of those games that’s actually better with emulation cheating because it can be used to eliminate so many tedious restarts and downtime. I used it to create my own checkpoints, not eliminating the difficulty entirely (I still had to, you know, make my jumps) but taking the edge off. That Yoshi segment I whined about? Setting my own checkpoints sure as hell didn’t make it any less challenging. What it did do was eliminate the time climbing out of the ocean and starting over from the beginning. You know, the part that would have been so boring that I never would have finished it at all, otherwise. Save states assured that most of my playtime with Mario Sunshine was fun and not frustration. So like when I died dragging this f*cking thing around:

How I hated this level as a child.

I didn’t need several minutes of downtime to start over and try again. I laid down the save state as I approached it, so that I could make a good faith effort at actually completing the full challenge. If I felt they went overboard, I would heel-toe it through a chapter. So what? I still had fun! Now that Sunshine is a game that can be played on your own terms, I can finally appreciate it on gameplay merits besides how damn weird it is for a Mario game.

Another example of “eliminating downtime.” This chapter took me days as a child. Through the magic of save states, I beat it in maybe an hour or so. The challenge was still there. I had to navigate it correctly and, thanks to a problematic camera, it’s still a pain in the ass. But if I fell, the misery of starting over from the beginning was gone. I wish I could play every game this way, even new games. I’m in favor of fun by any means a game can be fun.

I can’t stress enough that there were many, many chapters I loathed as a 13 year old that I enjoyed the hell out of as a 37 year old playing this with save states. For that reason, this might actually be the true killer app for the GameCube lineup on Switch Online. So, if you weren’t excited to play Super Mario Sunshine, my pitch is that, with save states, it feels different now in the best way possible. A game where the good parts are still good, but you might discover the bad parts are now, in fact, also good as well. Of course, it also makes the bad parts feel worse than ever when you realize not even save states can make the act of playing them fun. Ahem.

By the way, literally as I was finishing writing this review, I was going to be fine with that mission being the one and only main chapter I didn’t finish. But then I realized I had no screenshots of it, so I went to get them and about three minutes later I had the Shine. I’m not entirely sure what I did differently. The things that had been aggressively swarming me suddenly felt like they couldn’t care less that I was rolling the watermelon right past them.

Thus I finished with 90 Shines and, hey, I’m totally satisfied with that experience. So if Mario Sunshine left a bad taste in your mouth back in the 2000s, or you felt it was too challenging, give it a second chance on Switch 2. It’s not necessarily a whole new experience, but an optimized version of a flawed game. Imagine if you could remove just the frustration out of the most frustrating game experiences. That’s sort of what Sunshine is like now, and I’m all for it.
Verdict: YES! 

Okay, so I missed two 100 coin challenges. (shrug)

Luigi’s Mansion (Nintendo GameCube on Switch 2 Review)

Luigi’s Mansion
Platform: Nintendo GameCube
Released September 14, 2001 (JP) November 18, 2001 (US)
Directed by Hideki Konno
Published by Nintendo
Available with Switch Online Expansion Pack EXCLUSIVELY on Switch 2

I ain’t going to win any friends with this review.

My first day one Nintendo console was the GameCube. I was SO excited, even though 2001 had already broken my heart twice with new game machines (and the early demise of Dreamcast). The Game Boy Advance’s screen was like playing video games with three pairs of sunglasses on and the Xbox’s controller was NOT made for the hands of an already-small-for-her-age 12 year old girl. But that’s okay because that GameCube controller felt custom built for me and there’s no way Nintendo would ever bungle a launch lineup. All I can say is THANK GOD for Super Monkey Ball and Star Wars: Rogue Leader. And then Super Smash Bros. Melee came out a few weeks after launch and THAT dominated my next couple months of playtime and was everything I wanted from a new game on a new machine and more. So my GameCube worked out just fine in the end, and so did the Xbox and GBA (just not THAT GBA). Eventually, I did finish all those 2001 day one launch games. All except one. I never got around to finishing Luigi’s Mansion until I did this review. I’m not even sure I beat the second boss.

This is either the first boss fight or how fans of Luigi’s Mansion will react to this review.

I remember Electronic Gaming Monthly had an Xbox versus GameCube issue and someone actually gave Luigi’s Mansion a 5.5, which was jaw-dropping for a Nintendo-published game. Literally shocking. But it only took me about an hour of playing Luigi’s Mansion to get where they were coming from and, actually, I thought a 5.5 was generous. As a 12 year old, I thought Luigi’s Mansion was a boring all around experience, and now as a 36 year old, I feel the same way. It feels like a ten second long proof of concept hardware trailer that was stretched into a full length game. Because that’s exactly what this is. They took the 10 seconds of Luigi in a haunted mansion footage from Spaceworld 2000’s GameCube tech demo (the same one that got people hyped for Zelda before the cel-shading) and turned it into a full-length game. It’s kind of stunning that Nintendo didn’t throw every resource they had at making sure a Mario game was ready for launch. Apparently Hiroshi Yamauchi’s last request before stepping down as president of Nintendo was “make a Mario game for our new game machine!” Presumably he also asked “why don’t you have one already? Are you f*cking stupid? Don’t you remember how Virtual Boy did with no (real) Mario game to send it off?”

I thought “Game Boy Horror” was trying to play a launch day Game Boy Advance.

But hey, I liked the idea of Luigi in a haunted house as a kid. I was as hyped for that Spaceworld footage as anyone else. I wasn’t expecting a Mario game, and good thing for that because there’s no running or jumping in Luigi’s Mansion and the primary method of combat is basically tug-of-war. So much tug-a-war. First, you have to stun-lock the ghost by pointing a flashlight at it, and when its heart dings, you have to suck it up with a vacuum by holding the opposite direction the ghost pulls. And, well, that’s basically the whole game. Just do that over and over and over and over and over again. If you don’t like the combat, you’re going to be bored with Luigi’s Mansion. If you like it, you won’t be. It’s really that simple. I thought it was boring as a kid and I still think it’s boring now.

God, the Nintendo fans are going to have aneurysms with this opinion, but, yeah, I think the character designers are really forgettable and generic. I just didn’t like anything about this at all. And before you burn down my house, remember that I’m not a Nintendo hater. Read some of my other Nintendo reviews. Try Mario Wonder, the Switch remake of Mario RPG, Yoshi’s Island (from the same director as this), and hell, just go to my retro review index. I even gave the lazy as all f*ck Nintendo World Championships: NES Edition a YES! because I had more fun with it than not. So I think Luigi’s Mansion has no redeeming qualities. So what? It’s okay to not like one Nintendo game, you know?

There’s just not enough twists on the ghost catching formula. The idea is supposed to be that the “portrait ghosts” take extra steps to expose their weak spot. Like the guy in the above chair? He’s not visible if you face him. You have to turn around and wait for him to yawn, and when he does, THEN you can stun lock him and suck him up the same way you do basic enemies. All the portrait ghosts have 100hp and could take multiple stun-locks and suckages to capture. And again, the actual combat is exactly the same as it is for the basic enemies. It just gets so old, so quickly, and that’s before you factor in things like poison mushrooms. They spawn spontaneously during boss fights (and are also hidden in some fixtures in the rooms) and shrink you in size. I don’t care so much about the health ping. It’s easy enough to get health back. But you can’t operate your vacuum while shrank. It’s not hard to avoid damage once shrank, but it takes too long to grow back. It’s one of many, many aspects of Luigi’s Mansion that feels like it only exists to pad out the run time.

Safe bet that the team behind this were gigantic fans of the Haunted Mansion rides at Disney theme parks. Many of the gags are straight from the ride, including this candle bit. There’s also the whole mansion setting and portrait theme, a fortune teller with a crystal ball, dancing ghosts, a graveyard, a music room, suits of armor, and ghosts seen through shadows. Really, all that’s missing are the busts and the stretching room. This isn’t a knock on Nintendo, BTW. So, in a way this is kinda the third game I’ve reviewed based on that ride, including Adventures in the Magic Kingdom for the NES and the Super Famicom exclusive Mickey no Tokyo Disneyland Daibouken. So does this mean in another twenty years we can look forward to Waluigi’s Pirate Adventure? Because that would slap. And if you’re a Nintendo fan who has never rode the Haunted Mansion and are rolling your eyes at me right now, Disney+ actually has the full Haunted Mansion ride point of view. Watch it and tell me I’m wrong. Yes, the Tokyo version of the ride is basically identical. Hell, even the music is kind of similar to Luigi’s Mansion at times.

Every ghost portrait ghost is caught by the vacuum and the sucking mechanic. No exceptions, not even the bosses, whether it makes sense or not. At one point, you meet a fortune teller and the object is to retrieve five of Mario’s personal items and bring them to her. When this is done, she asks you to use your vacuum and suck her up. “All right! At least with this one I won’t have to watch the number 100 tick off yet again.” Wrong. She still resists the vacuum and still has 100hp. Why? She literally instructs you to capture her. She’s going willingly. Shouldn’t the gag be that she has 1 hit point, or none? It makes no sense.

Maybe this is how ghosts do foreplay.

And that’s what my general problem with Luigi’s Mansion is. Anything potentially clever is kind of ruined by reverting back to the same, tired mechanic that’s used on all enemies great and small. Plus, on the Switch 2, I’m not entirely sure it worked as it’s supposed to. I was constantly getting the dings for stun-locking ghosts and then immediately cuing up the vacuum, only the ghosts vanished in the transition to the vacuum. Maybe that happened when I was 12 too and I forgot, but once I switched off a GameCube controller (a $70 accessory, mind you) and moved to the Joycons, it didn’t happen as much. Oh, it still happened. It happened a lot. This isn’t the “pulling back to suck them in” part but just initiating the combat itself. For whatever reason, the flashlight felt less effective than I remember it being.

I do have one nice thing to say: for such a darkly-lit game, it’s not as flashy as you would think.

And what I said about the flashlight above really only applied to the generic basic enemies. I don’t remember it ever being a problem for any of the “portrait ghosts” that are the main objective of the game. In general, I assume the combat is supposed to feel very frantic and wacky but I thought it was underwhelming and repetitive to the point of exhaustion. Eventually the basic enemies can be dealt with by using the different elements you can suck up into the vacuum: water, fire, and ice. Some enemies require one of those three things, but when it was optional, I preferred using the elements because it worked every time, unlike the vacuum. The problem with that is there’s no PUNCH to using those elements. No feeling of doing damage. You just watch a number count down and then the ghost dies when it reaches zero. They don’t even really react to it. They just kind of stop and fade out with no satisfying death animation.

I’ve jokingly called this “Luigi’s Tech Demo” for years but that’s really what it is. It’s meant to show off how cool the GameCube is. And this IS a massive upgrade over the jaggy Nintendo 64. I actually was surprised by how low resolution this looked. I hadn’t played a GameCube game in a long time. This certainly didn’t hold up as much as Wind Waker did. I mean, it’s not a deal breaker or anything. It looks fine.

And then there’s the Boos. One of the main objectives of the game is to unleash a cluster of fifty boos into the mansion, then find them and suck them up. They don’t put up fights as much as the other ghosts (some of the Boos don’t attack at all), but they can have as much as 300hp. That sounds like busy work by itself, and that’s before you get to what they CAN do: run away, leaving the room entirely. I was using save states to reload them, but eventually I gave up on that and started chasing them into hallways and other rooms. A ghost that has 300hp might require you to follow it back and forth into a room over a dozen times. It just creates more busy work, and again, it’s the same thing you’re already doing with basic enemies and portrait ghosts.

I think the vacuum could have been satisfying if they significantly dialed back the HP on the ghosts. If there was a quick, snappy pace to it, hell, for all I know this could have been one of the best games ever made. But the way they did it just makes it feel like a grindy slog, especially since the ghosts just reset if you don’t catch them in a single pass. The only positive thing I can say is “at least they don’t require you to repeat every single activation step.” Faint praise.

If the mansion offered anything but the combat, like a genuine sense of exploration or getting lost or hidden things, I’d have liked it more. But it doesn’t. The “puzzles” in Luigi’s Mansion are really rudimentary stuff, and there’s really no room puzzles at all in the “you’re locked, how do you get out?” sense. Everything is based around the ghosts. But haunted mansions are almost never JUST about the ghosts. There’s two “hidden” rooms. One of them you fall into from the roof and the other you enter by scanning a mouse hole with the Game Boy Horror, which is like the game’s radar.

Besides the “speedy ghosts” I did get everything in the game, including all 50 Boos. Initially I finished the game with 49 out of 50. There was a hidden room I missed and my OCD got to me while writing this review. Worth the effort? Not really, but at least I’ll have this to figure out how much the sequels improved the game. Which I assume they must have because it can’t get much more boring than this.

But activating the ghost battles isn’t exactly something that requires you to have a seat on your thinking couch. Move a curtain with the vacuum. Move an airplane on the ceiling with a vacuum. Spray a sleeping ghost with water. Spray a bathing ghost with ice. Spray a frozen ghost with fire. Even late in the game, there’s a ghost that you just have to wait for it to basically say “boo.” Activate all the musical instruments or clocks in a room by pressing the A button next to them. The engine is just too limited to do anything more complicated or clever. If you can’t manipulate it with the vacuum or with a single press of the A button, the game can’t handle it. That’s probably just as well. The most complicated enemies require you to clog the vacuum with a ball that you then can launch back at them, it’s pretty haphazard. The controls in general are. Even then, I wish each ghost had a unique capture method instead of vacuum.

Like, these guys WOULD be fun battles since they fight back and feel boss-like (but they ain’t bosses). Except the method of capture is the same for them as it is everyone else. It gets old.

I guess I pictured in my mind a Clue-like mansion (or maybe the Winchester House, which I totally recommend visiting at least once) with lots of hidden rooms, secret passages, booby traps, and puzzles. Instead, it’s the facade of a haunted house, with all the expecting trappings but barely any of the interactivity I would hope for. A lot of the rooms look interesting and have lots of furniture and fixtures, but you don’t really do anything with them but shake them (sometimes it looks like he’s dry-humping them. At least I hope it’s dry). If they have money or health refills in them, it flies out inelegantly. Maybe a drawer or door opens or a chandelier sways, but that’s basically the extent of what you can do with the setting. At one point, I had to walk on a treadmill to get a key and the moment stood out so much I couldn’t believe it because so much of it just sits there doing nothing.

Another weird thing, at least for me, is how the Boos are the central focus of the game, yet they don’t look like the portrait ghosts at all. The portrait ghosts are the only eventful parts of the game, so when you think about it, shouldn’t the portrait ghosts be Boos playing dress-up instead of being humanoid ghosts? Especially since the last boss is also just an ordinary looking Boo with a crown on his head. Maybe his expression is a little more sinister, but he’s just a Boo, right?

So, I thought Luigi’s Mansion was a mostly empty game with boring combat and a plodding pace. I literally didn’t like anything about it. Even the bosses were snoozies. The first one, a giant baby, was probably the most memorable. The second one I honestly thought looked just like the basic enemies, and the third one IS just a giant Boo that you have to lure into the spikes of unicorn statues. Then the last boss is also a Boo but he’s the last boss because he has a crown on his head. Well Boos are like 94% head anyway and it’s not like he’s going to wear the crown on one of his flippers, but at least he also operates a robotic Bowser so that the game can feel climatic.

That’s the second boss. Brought to you by AT&T because they phoned that sh*t in.

I was wrong though about Luigi’s Mansion being cynical. Hey, I can admit when I’m wrong. No, I think the problem is the game was rushed out because they didn’t have a Mario game or anything remotely Mario-like for the GameCube launch. Luigi’s Mansion is a very simple game. Simple combat. Simple puzzles. Nothing too complex. Nothing ambitious at all, really. Maybe the least ambitious Nintendo launch game ever made (well, besides Mario’s Tennis on Virtual Boy). One of the biggest general complaints about Luigi’s Mansion is that it’s too short. That’s kind of bonkers because it’s one of the most artificially padded games from Nintendo I’ve played. If not for the poison mushrooms or tedious life bars, this might have only taken a couple hours to finish.

Honest to God, this guy felt more boss-like than two out of the four big bosses. He also had one of the more involved “puzzles.” You had to suck up the foot he was eating, then capture the waiters who would bring him more food, and THEN dodge his attacks when he had a tantrum, and THEN he was ready to be captured. Hell, I thought he WAS that floor’s boss. It felt like an event.

I don’t happen to think the layout of the mansion was optimized in the way, say, a Zelda dungeon is. But even if I ignore that, the game does so many things that grind the tempo to a halt. After you beat the giant Boo boss, it takes you back to the lab to turn the portrait ghosts into paintings. The next thing that happens? You have to manually walk back to the spot where you just fought the giant Boo on the third floor, at which point lightning strikes the mansion and knocks the power out. This is done as an excuse to restore basic enemies to the floors you’ve already cleared (basic enemies stop appearing in any room with the power restored), at least temporarily. You can go to the basement and restore the power. Why couldn’t the lightning strike have been a cut scene after you beat the Boo? Or why couldn’t the circuit breaker to the house be somewhere else? I guess the reason I found Luigi’s Mansion to be so boring is because nothing about it feels optimized. If you enjoyed it, hey, it’s okay. I like plenty of things that people find to be boring. I watch competitive ballroom dancing and everything.
Verdict: NO!

They went to all the effort of programming these upside-down gravity swap panels that you can step on and then they totally underutilized them. I think like two rooms in the entire game use this. To me, this is the prime exhibit in “they had a lot more plans that had to stay on the drawing board.” And really, I think this is the only time that you use this to reach something. You have to drop down on a table to reach a chest. Wait, isn’t Luigi the better jumper of the two? You mean to tell me he can’t reach up and open a chest on a table? Yeah yeah, I know, because then it wouldn’t be a game. But this upside down mechanic could have made for some interesting maze-like design. There’s none of that type of thing in Luigi’s Mansion. Rooms are just boxes that you wander around in. There’s no sense of a labyrinth of mystery. It’s just a shell. I expect more from Nintendo by 2001. This came out after Mario 64, Ocarina of Time, Majora’s Mask, etc. And even 2D games had evolved past this by this point. (shrug)

Marvel Cosmic Invasion (Review)

Marvel Cosmic Invasion
Platform: All Current Platforms
Released December 1, 2025
Directed by Fred Gemus
Developed by Dotemu
Published by Tribute Games
$29.99 Hulk-Smashed baddies in the making of this review.
This review was played on a Nintendo Switch 2.

SOME SMALL ROSTER/BOSS SPOILERS AHEAD

Yeah, don’t sweat it. You’ll get lost in the fog of war playing this. I must have attacked my own teammates once or twice every stage. And that’s to say nothing of how many times I walked off the goddamn Bifröst.

Yep, this unofficial sequel to Teenage Mutant Ninja Turtles: Shredder’s Revenge is everything you want in a Marvel brawler. Old school fisticuffs with new school sensibilities. The fifteen starting characters (you know DLC is coming) all feel completely different from each-other and have unique fighting styles and move sets. HUGE move sets. It could take you a while just to get the hang of one character, let alone fifteen. But even if you have no gaming skill at all, it’s okay. This game’s a cinch for everyone! During a recent get together I threw on Marvel Cosmic Invasion, handed out four controllers, and mostly just watched. I wanted everyone to get a turn, and the sheer joy that everyone had was something to behold. There were a lot of kids and their parents, and what made it cool was the parents recognized the gameplay from their own childhood while their kids were hyped because Marvel is scorching hot right now. Frankly, this feels like a better use of the genre than Ninja Turtles because there’s just so many superheroes to choose from and such a wide variety of superpowers to mine for moves than you can get from four nearly identical reptiles.

After the big group-wide session was finished, we had knocked out this much of the unlockables.

Technically, you don’t just pick one character in Cosmic Invasion. You take two characters and can swap to your second superhero on the fly at any time AND you can execute double team moves with the press of a button. Each character has their own life bar too, so it’s really hard to die. Unless some twerp you’re playing with takes all the health even if they’re full, DAD! Sure, you can mash buttons if you want, but it only takes a little practice to be able to pull off combos. In theory if you’ve got the right group of people, you should be able to easily juggle enemies from one player to another like no brawler ever before. I do have one petty complaint about that: the juggling can continue long after you’ve inflicted lethal damage on an enemy. That sounds like it could be fun, but it eventually became obnoxious while playing with psychotic children who thought it would NEVER get old to keep bouncing the lifeless carcasses of enemies while everyone else waited for them to actually walk forward and continue playing the rest of the game. There was at least one kid every stage who did this, to the point that everyone waiting for their turns had to yell “STOP JUGGLING AND MOVE!” It should never have come to that. Again, cute in theory, but annoying as all hell in practice.

For the most part, MCI (what an unfortunate acronym) avoids having enemies linger on the edges of the screen, which is my #1 brawling pet peeve. But, it does still happen, and a couple bosses even feel tailored around it, like Thanos Finnegan. He has a ballsack on his chin-e-gan. Killed half the universe but they came back again. Poor old Thanos Finnegan-egan-egan.

Other than the juggling stuff, if there’s a means to keep the beat-em-up action from becoming stale, it was probably done here. I can’t stress enough how unique each character in the game feels, which is especially impressive given the roster size. However, I’m not the biggest fan of upgradable stats in arcade-style brawlers. For something like Castle Crashers? It’s fine, I guess. For stuff like this? The problem with them is that upgradable stats discourage players from swapping characters in the middle of a quest, which means it has the exact opposite effect of what a large roster of characters is meant to do: keep things fresh. Go ahead and swap, but you’ll be playing level six or seven or eight with a character still on their base stats. GO AHEAD! SWAP! What, you don’t want to anymore?

Some of the dialog is so self-referential and fourth-wall breaking that you would swear it was meant for Deadpool.

And also, I guess I have to mention that the roster was very disappointing for basically everyone. Missing from Marvel Cosmic Invasion: Thor, Hulk, Captain Marvel, Bucky, Doctor Strange, Falcon, Blade, Starlord, Groot, Gamora, Deadpool, Daredevil, Punisher, Ant-Man, Vision, Black Widow, Colossus, Nightcrawler, War Machine, Beast, Drax, Cyclops, Gambit, Wasp, Shang-Chi, and the entire Fantastic Four, among others. Kind of annoying since characters nobody wanted like Nova, Phyla-Vell (well Sasha the Kid liked her at least), and f*cking Beta Ray Bill (are you kidding me? Over Thor?) are in this. I’m not entirely sure how balanced the characters are. Whoever used She-Hulk seemed to have had the most fun, as she has a wide range of attacks while also having some of the hardest-hitting moves. In general, the whole game does an excellent job of feeling like strikes are impactful and violent. Now, there is a catch: some characters fly, and some don’t. Sometimes enemies feel like they’re tailored for flying heroes, but if nobody is using a flyer? It can get a little frustrating. They kind of reminded me of the Baxter fight from TMNT in that it was hard to line-up with the flyers properly.

There were like twenty people over at our house during that first play session, and two things happened that broke my heart. This isn’t a bit I’m doing as a joke. I literally mean “I got a pit in my stomach” heartbroken. The first thing was that several kids opted out of playing because they had already watched their favorite Twitchers or YouTubers playing Marvel Cosmic Invasion and somehow had gotten everything they needed out of this without ever picking up a controller. Why have fun playing a game when you can watch someone else have fun? I couldn’t believe it. It actually made me almost sick to my stomach that a lot of kids would rather watch some idiot play games instead of playing themselves. By the way, those kids then went on to smugly spoil all the hidden characters, level details, and boss fights for everyone else. They were the absolute worst, to the point that my normally jovial father, seriously the nicest guy in any room he’s in, said something to the effect of “no more games when these Twitch kids are around. They can’t take a hint to not ruin it for everyone else.” And they really couldn’t. Not little kids, mind you. Ages 11 to 14 or 15, and I guess it was their way of showing how smart they were to everyone else that they remembered what happened in a video they saw that week. They kept it up the entire time and simply didn’t give a sh*t how annoying it was. The second heartbreaking thing was that every single kid saw the missing characters as the cynical cash grab for future DLC packs that it was. There’s interviews with the development team that say they really just wanted some oddball selections, but why do that at the risk of alienating fans of MAJOR comic characters unless you were certain you could make up for it later with DLC? For the kids, there was literally no question in their minds that both the missing heroes and the missing supervillains (no Doctor Doom, no Green Goblin, etc) were missing because they’re going to be up-sold later. Again, not a bit I’m doing. There is something tragic that kids are that jaded about why games are the way they are. If that doesn’t hurt your heart, I don’t know what will. I hate cynicism, but it was totally justified and likely accurate. Gaming shouldn’t be cynical for children. It should be magical. I hate that it’s come to this. I know that it’s a business and they have to make money, but don’t turn kids into cynics. It’s not cool.

So what’s there to complain about? Well, besides the juggling and some of the weird character selection options? Honestly, I don’t know what more anyone could want out of a brawler. I guess the tutorial took forever and almost caused the game to get shut off during that party. And some of the extra goals in the game aren’t awesome. Hitting X amount of a specific move using a specific character on a specific level being a check mark? What if nobody picks that character? Or sometimes the goal is not taking any damage from a swarm of enemies. Those goals became so distracting, especially since you have to pause the game to see what the goals are, that we all voted to not attempt them anymore. We also took that pledge when it was just me, Dad, and Sasha the Kid replaying this for this review. And everyone seemed to agree that some of the bosses were letdowns, especially the final boss. I think everyone was so unimpressed with Annihilus as the finale that they really thought someone else would be the final boss (except my nephew who thought he was “very Shredder-like”). Oh and the whole battle against Silver Surfer was a groan-inducing slog that had everyone listless. Actually, none of the bosses that become characters are exceptional. BUT, there’s also a ton of fantastic boss fights in this. I can’t stress enough: we were NEVER bored playing this. It was just so good.

I guess I kind of wish there had been more things like these turrets that you can smack to take out waves of enemies. For the most part, the environments are REALLY well done. I don’t think any 2D game EVER has as many one-off visual gags as Marvel Cosmic Invasion has. There’s so many little winking nods to famous Marvel stories and characters. And luckily we had a few kids who told us when those things were coming before they showed up on the screen. Even after we asked them not to. All while their witless parents had a thousand yard stare, hopefully contemplating all their birth control choices that led to this.

Probably the strangest thing I can say about Marvel Cosmic Invasion is that I was kind of over it as soon as I finished. That seems weird, because while I was playing it, I was thinking “this is probably the best brawler ever made! It does everything right.” I mean, it doesn’t, obviously, but it comes close enough that it’s hard to imagine how anyone could hope to top this take on a 90s style brawler. It’s like an all-star game of all your favorite arcade fist-throwers. Yet, now that I’ve kind of played it twice (during the party I only played two or three levels), I don’t really want to play it ever again. I have no interest in more levels or DLC. I’m good. I had a great time while it lasted. Me, Dad, and Sasha the Kid had fun running through it so I could actually do a proper review. I usually enjoy competently made brawlers, and this goes far beyond competently made. It’s a masterclass in cathartic beam ’em up action.

“MJ is going to be SO MAD when she finds out what we’re about to do. This is her thing. Meh. Maybe she’ll be down with it.”

But it’s also an empty calories game. This genre was perfect for arcades for a reason. It’s video game junk food. That’s fine, by the way. Gaming is a big tent and there’s room for brawlers. For a while, this genre was the dominant genre at this very blog because they’re really easy to review. Give me a variety of eye-catching set-pieces (even if they’re facades), a variety of moves, and OOMPHful hits that feel legitimately violent and I’m a happy camper. The only way you can screw it up is not enough variety, or moving off the formula too much, like what happened with the Digital Eclipse Power Rangers brawler that I didn’t like. Even then, their heart was in the right place. Brawlers can get tiring. I enjoyed playing through Invasion’s fifteen levels. Doing that twice sounds exhausting to me. Maybe that’s why the genre works. I guess that’s why I’m annoyed by upgradable stats in games like this. Who on Earth would want to play this over and over again? It’s perfectly fine for a game to be a one-and-done. Besides, you need good games like that to make those good games you do want to replay again and again mean something. It should be special when a game has replay value. It should be equally special to play a game that’s fantastic, tons of fun, and has no replay value at all.
Verdict: YES!
This is Cathy Vice reminding you to help control the annoying child population. Have your mate spayed or neutered! Whether they like it or not. Merry Christmas, everyone!

Donkey Kong Bananza (Nintendo Switch 2 Review)

Donkey Kong Bananza
Platform: Nintendo Switch 2
Released July 17, 2025
Directed by Wataru Tanaka and Kazuya Takahashi
Developed by Nintendo
$69.99 (normally $79.99) chopped down a mountain with the edge of my hand in the making of this review.

This is more like a whiny blog post than a normal review but I just put about two weeks into Donkey Kong Bananza and I’m not happy with the last third or so of the game. I spent two-thirds of Donkey Kong Bananza thinking it would go down as one of my favorite games ever, and it’s certainly not. Given how many total hours of euphoria Bananza gave me, I have to give it a YES! For a platformer, I don’t think a horrible final five or so hours should be capable of flipping the verdict of an amazing twenty-to-thirty hours of a rough but highly-entertaining experience. With that said, I’m really unhappy with the last several levels of Bananza, and there’s no way to explain it without spoiling it, so be warned.

THIS IS NOT A SPOILER-FREE REVIEW!
I’m awarding Bananza a YES! verdict.
That’s because there’s far more good than bad in this game.
But I also HATED the last third of Bananza, and I explain why.

And there will be spoilers!

I can’t remember being so frustrated with a game I loved before. Not even Wind Waker.

The above screenshot was a really bad sign of how things would end for Donkey Kong Bananza. In one of the worst boss designs I can remember, you have to manually travel between several past worlds just to smack main baddie “Void Kong” a few times in each world. And when I say “manually” I mean you have to chase Void Kong, smacking him and then chase him more because he runs away and his primary attack is to put crap between you and him. After you chase him and smack him enough times, a cut scene happens and he warps to a prior stage. You then have to go to the warp gong, hit it, then go to the next level the Void Kong is in. Repeat doing this until it tells you that you don’t have to anymore.

Imagine this in ANY OTHER game. Imagine you’re fighting the 5th boss in Legend of Zelda, only after getting a couple smacks on him, he teleports to the middle of the 4th dungeon, where you have to make your way to him and smack him a couple times, then he teleports to the 3rd dungeon, THEN BACK to the 5th dungeon. I don’t give a flying f*ck if you can just walk out of the dungeon and blow the warp whistle to cut down on the travel. It’s still a horrible, HORRIBLE idea, and yet it’s here and a major part of this game. I literally cannot believe anyone gave Bananza a perfect score unless you somehow teleported this game to 2001 and showed it to someone who was disappointed with GameCube’s launch lineup.

It’s a complete slog and a bore that grinds the game to a screeching halt. You have to chase him through the Junction Layer (“Layers” are levels), then chase him through the Hilltop Layer, then chase him through the Lagoon Layer, and then BACK to the Junction Layer. It’s not fun AT ALL. It’s not exciting AT ALL. It’s not satisfying to make progress AT ALL. I don’t remember a single boss fight that was transformed into unbearable busywork quite like this. It’s such an overindulgent idea that it should have been rejected out of hand when it was pitched. Yet, here it is, in the final game. Up to this point, I was head over heels for Donkey Kong Bananza. It’s the sequel to Super Mario Odyssey I’ve been waiting almost eight years for, and that’s not hyperbole. The game did recover after this sequence, but it would eventually crater for good, a solid five or so hours before the actual ending.

This should have been the best level in the game, but some REALLY broken gameplay mechanics put the screws to that. You know, this burger reminds me of something but at this time I can’t recall what.

Mario Odyssey leapfrogged the first WarioWare to become my all-time favorite video game. Okay, the fact that Odyssey and WarioWare are my two favorite games probably speaks volumes about my attention span but I don’t care. I couldn’t put Odyssey down and, as long as it didn’t involve a jump rope, I never got bored with it. I even beat it a second time last year. I found every Moon, in every stage, and all the post game stuff, TWICE. I would have totally bought Odyssey DLC if it had been offered. I was good to go for weeks or even months after I finished it, both times. And there are no words to describe how overjoyed I was that Bananza’s hunt for bananas and fossils is exactly like the moons and purple coins in Odyssey. Like, 90% like it. The fossils are based around the Terraria-like digging, but the SEARCH for them is identical. It’s a direct Super Mario Odyssey sequel in everything but the name. EVEN WITH THE NEW GAMEPLAY MECHANICS, it’s Super Mario Odyssey 2, or like amazing DLC for Odyssey that grants you a new character in Donkey Kong. The logic of the level design is the same. The amount of moons/bananas is basically the same, and the variety of ways to find them has a very similar vibe. Some are just laying around, others are bought, and some you have to go hell and back to get. Again, it’s a direct sequel with a new character. Period.

My strategy was basically to beat the stages, then systematically knock-out the bananas and fossils that I missed. As you can see, there’s a LOT of stuff all over. This is just one part of a bigger map, mind you. The main levels have multiple “layers” that each have their own challenges.

And I was in love. This felt like it justified my Switch 2 purchase by itself. No joke. I got so much value out of Bananza that I have to give it a YES! because the amount of quality gaming hours I experienced far exceeded the bad parts. And that’s why I was so frustrated by the last few levels of Bananza. The last “real” level that’s Odyssey-like is basically broken, and after that, the game just f*cking refuses to end. The fun is barely visible in the rear view mirror by that point. The last couple levels, especially, are boring settings and broken mechanics.The difficulty spikes dramatically while also slowing down because the game leans extra-heavily into knocking you off the stage. When that happens it takes away a balloon (balloons are so common that you dig them up even after you reach the max 99, which is crap) and returns you to the start of the sequence you were on. It’s a very slow mechanic because you have to fall all the way to the bottom of whatever pit you’re on, so it’s like if you were playing Castlevania and the legendary knock-back of that game took five to ten seconds to recover and start moving again. Maybe even longer.

This is near the start of the second-to-last level. There’s two levels in a row that are fake-out last levels before you get the proper final part of the game. You can punch through that concrete with the Gorilla Bananza but it’s slow. Everything about the last three or so hours of Bananza is slow.

I’m fine with the recovery time punishment when it’s my fault. If I’m walking around, trashing a level and I screw up and fall off the side of a wall or tunnel through a mountain into oblivion, fine. A long recovery time is a good incentive to not do that again. But I object to the enemy design deliberately going for the knock-back, because now you’re in the action part of the game and not the exploration part. Okay, it’s technically accurate that allowing an enemy to hit me is also my fault, but apples and oranges, because having such a long recovery time in the thick of battle is boring. It’s like the development team forgot that we’re playing video games specifically to not be bored, but the game’s sudden obsession over the final four levels with going for the over-the-ledge knockouts is beyond the pale. And suddenly all the mechanical foibles I had been overlooking for a couple weeks weren’t nothingburgers anymore.

This part specifically, which is the home stretch for the second or third fake-out final boss fight, placing you on this moving platform where you really can’t stop moving AND puts enemies that knock you out quite high up. Not only do you have to wait to fall all the way but it sends you all the way back to the start of this segment.

As much as I enjoyed DKB, it was never a perfect game. It has one of the worst cameras Nintendo has done since the GameCube era, back when 3D games were brand new and game makers were still figuring that stuff out. I assume it’s based on the “almost every solid surface can be destroyed” element. The camera is NOT suitable for it, as it’s often hard to find a good angle to do what you want to do. But then there’s other janky things. Many of the power-ups have multiple actions mapped to a single button. Tap the button to do one thing, hold it for the other, and it’s badly programmed, as regardless of what you INTEND to do, tap or hold, the game will do the opposite. It never gets better, either, and so even against the final-final-final-final-final boss (yes, all those finals make sense), I would need multiple attempts to perform the action I intended to do because the game doesn’t (can’t?) wait to see if I was holding or tapping the button. Which seems like it defeats the point of making it like that to begin with.

The elephant’s ability to slurp things up, especially when you level up those abilities, is so overpowered that it probably should have been saved for post game content. I mean, I LOVED it, but it also basically marked the end of “elegant” exploration in Bananza.

Whether you’re powered-up or not, the act of aiming a pile of terrain you’re holding, which pulls the game into a third-person view with a crosshair, fails constantly. Sometimes it will just plain not work the first attempt, or second, or third. Maybe it’ll throw the piece away, which means you have to scoop-up more. Since you probably NEED this mechanic to work when you’re trying to use it, especially if it’s during combat, it’s a pretty damning thing to happen as often as it does. The animal power-ups fail just as often. The elephant has two powers, the first of which is the ability to vacuum up the terrain. It’s ridiculously overpowered and will probably force you to reset the terrain on stages multiple times because you can render areas impassable, and I loved it. Except you do the vacuum by holding the button down, and often, instead of doing that, it will instead create a boulder out of the stuff stored in its trunk, which is done by tapping the button. And again, sometimes it’ll flip. Plus, you can combine those problems with the failure to register that you want to aim and throw the boulders you make, because that happens too. This game is a Russian nesting doll of mechanical failures.

When you actually get to the third-person crosshairs, it’s pretty accurate. Also, is it just me or does that spot of terrain look like the Prince from Katamari?

By far the most unreliable power-ups were the snake’s double jump and the gorilla’s charge punch. The snake is one of those “always hopping” mechanics that Nintendo keeps going back to, like in Mario Wonder, and it’s NEVER fun and they will NEVER get the message on that and stop including it. It’s so unimaginative to begin with, but unlike Mario Wonder, it’s not really optional for large stretches of Bananza. You even have to fight a boss as the snake. The snake can also cause slow motion by holding a button down, but once again, sometimes it just doesn’t work the first couple attempts, and I often needed multiple attempts to do a simple double jump up a straight wall. What’s crazy is that, when you’re able to free-climb on a surface, it’s like a Spider-Man game that controls perfectly. It’s only when it does anything but the basic Donkey Kong moves that the game becomes janky.

I lost count of how many times I tried to ride up a wind current as the ostrich and fell right off it because it’s not intuitive to jump first to use a flying button. It really doesn’t help that the move the button does when you’re not mid-air is useless. I never found a use for rolling as the ostrich. It’s a waste of a button.

All these issues make Donkey Kong Bananza probably the worst controlling 3D platformer Nintendo has done in several generations. By far the worst of any game I actually overall enjoyed. The Gorilla Bananza power-up, which is like a beefy version of Donkey Kong, has a charge punch. Just hold the B-button down and he’ll blink and then you can throw a punch for more damage. Except half the time, it doesn’t do it. It does something else. I don’t even know what, but not the charge punch. Even late in the game, when I was trying to charge-up the punch, I’d have to press and hold it again maybe two or three times before it worked. It really felt like maxing-out the upgrades for it didn’t help or maybe even made it more prone to failure. I know video game fans don’t like to wait for anything, but Bananza would have been so much better with another year or so of polish. There are dozens of moments, if not hundreds, where the game feels like a rough prototype. And the controls aren’t even as rough as some of the mechanics. Take the muck, for example. See this?

That ooze stuff is supposed to be like slug slime. That hole only opened up after two or three hits that seemingly did nothing.

It’s called “muck” and the final proper, Mario Odyssey-like level is themed around a theme park that got covered in it. It’s kind of like Mario Sunshine, except instead of having an easy-to-refill hose to wash it off, you have to pick up piles of salt and throw it at the muck, which will clear a tiny amount of it. You have to do this one pile at a time. That would be bad enough if it worked, but it doesn’t. Even no-questions-asked direct hits don’t always work. I don’t know if it’s because there’s a microscopic piece of debris in the way. I think that’s what has to be happening. Maybe they shouldn’t have been as stingy as they are with how much muck a handful of salt can clear. For muck without an enemy in it, one pile doesn’t do a lot. On its face value, it slows the game to a crawl IF it worked 100% as intended, and would have been a bad idea on its own. But it’s like the Nintendo Switch 2 can’t handle the idea of this pile of salt you pick up disintegrating into thousands of particles that evaporate the muck. If ANYTHING is in front of it, the whole pile you threw is lost. This was especially problematic with fossils that were embedded in it. Even trying to throw around the fossil and carve it out would just leave the damn thing suspended in air. I can’t believe they included this whole mechanic in the game. (shrug) It doesn’t work! I don’t know how else to say it! It doesn’t f*cking work, at least good enough to be used as much as it is.

That’s assuming the salt even gets picked up. There were a few times where I was standing over it and somehow picked up dirt instead.

Enemies and bosses can be the same way, too. Larger ones are covered in layers of one of the materials that you can dig through (usually whichever material dominates the level layout) and if you throw something at them, it’s never consistent from one throw to the next how much shield you’ll peel off. Sometimes a direct hit goes right through them and removes their shield, and other times it might just make a tiny little dent in it. There were a lot of instances where their shields would be incredibly misshapen from all the crap I’d thrown at them, but they were still alive and attacking because the direct hits weren’t registering the full damage to the “suit” the skeleton underneath it was wearing. It’s a very janky, inconsistent game that, frankly, often makes the Switch 2 feel less powerful. Like, in 2025, it kind of feels like this texture-based gameplay should be further along than this.

This mini-game in the Canyon Layer where you have to kill 10 Squeeloids is the ideal way to grind the maximum two hundred or so bananas that you can purchase for 100 coins + 300 gold. I didn’t know there was a cap and spent a long time grinding on it, since you can just hit “restart” after everything is dead (any coins you don’t collect will be automatically given to you after the last one dies). Also, notice there’s two records in this screenshot? This is also the ideal room to get the records really fast. I went from missing 100 or so to having everything in about thirty minutes. It’s “Canyon Layer Banana #11: Exploding Pork Platoon.” It’s super easy, too. Sometimes you can clear the whole screen in a single punch that causes a very satisfying chain reaction Later in the game, you get a costume that increases coin drops by over 40%. You can get 25 or more coins per round, which takes under fifteen seconds to finish.

And then there’s the finale. After chasing around Void Kong and his minions the entire game, and Void Kong is NEVER a satisfactory boss to battle with, at least compared to the massive bosses that buffer him, something weird happens. The game has a proper, satisfying enough ending, and even made me laugh. Donkey Kong gets trapped in the purple crap, and it’s pretty funny looking. My brain played the sad version “Frosty the Snowman” and I was in tears, howling with laughter.

But then Pauline sings him free, and that’s a good, proper ending to the game. It’s how the game started. First Pauline was covered in the purple crap during the tutorial stage, then DK was, and now they know their power and their wish can come true. Void Kong is defeated, peace and returns to the layers, and we reached the Infinity Banana, which grants wishes to whoever gets to it. It’s the Triforce of bananas, apparently. Those last couple hours were pretty bad, but overall, Donkey Kong Bananza was a really fun game.

But then this happens.

Excuse me, what?

What the f*ck? Yeah, the “Root” exists but the thing you think was the root was King K. Rool’s tummy. This wasn’t set up at all leading up to this. What follows is another level that sucks and is nothing like the Mario Odyssey-like adventure I had loved for the first couple dozen hours of gameplay. Also, now the big enemies that once had skeletons inside them are housing the Kremlings inside of them instead.

And then you eventually find King K. Rool and the Banana of Destiny and you fight. Well, the best thing I can say about the King K. Rool battle is that it’s a much better fight than I expected. I think the last boss in Donkey Kong Country is a BORING boss fight (frankly none of the bosses in Donkey Kong Country 1 are fun) but this time, he’s a proper big boss, unlike the lame Void Kong battles. It’s one of those “knock the thing they shoot back at them” fights. And hey, I got one last reminder that the Gorilla Bananza’s charge punch, which is the only thing that will knock his cannonballs back at him, just f*cking refuses to activate half the time, so that was nice. One final reminder that this is the least polished major Nintendo game in decades.

But then you win that battle, get the Root, and the game IS over. Pauline wished to return to the surface. Donkey Kong wished for bananas. Awesome. The game is finally over! It sucks that they added one terrible level to an already sloggy ending sequence, but it’s finally done. You have the Banana Root or whatever and you make your wish, the Banana Root blows its load and launches you and her up to the surface. Roll the credits. I mean, surely they’re not going to do the fake end credits thing like in Donkey Kong Country and then have the game continue even further.

Oh no.

My God. Okay, so after an extended cut scene that is clearly the ending, somehow King K. Rool shoots up this banana geyser you’ve been riding to the surface and ANOTHER final battle happens. Each of these final battles has been little more than a reminder of how haphazard DKB’s gameplay is. In this battle, you have to pick up chunks of the geyser and throw them at King K. Rool. You hold down the “grab a chunk” button” to bring up cross hairs to aim, assuming it works. It often doesn’t, like every other mechanic in the game. Sometimes I just couldn’t get the aiming crosshairs to work. Also, this is a battle that goes for the “make you fall off the edge and use a balloon” knock-outs. Awesome.

Thankfully, after five or six hits, King K. Rool is defeated FOR GOOD THIS TIME and…… wait, after all that, HE gets the Banana Root and it instantly gives him his wish to take over New Donk City? MOTHER F*CKER are you kidding me? How come MY wishes don’t work as fast as his? I think this root is evil!

And there’s even a new title screen!

I wanted to cry. And it’s YET ANOTHER terrible stage. It’s short at least, but actually, it’s also the worst part of the entire game because it’s got fast-rising, instakill lava. No time to enjoy the level design. Run for it, or you will die and have to start over from the last barrel you reached. Also there’s thorns and life-sucking hot rocks everywhere and enemies are still going for that one-shot knockout. It’s just the worst. And then, after all that, it’s essentially the same “knock the cannonballs back at King K. Rool” battle as before, only he uses the Banana Root to make him look like this:

Goddammit, Mom! What did I tell you about giving your likeness to Nintendo?!

Right before I finished this boss, I had to pause the game to ask “what the hell am I doing?” Seriously! I hadn’t had even a tiny amount of fun with Donkey Kong Bananza in several hours at this point. Everything I’d loved about the level design and themes and exploration had long since ended, yet the game just refused to stop. I was happy fighting the main villains, but then suddenly Nintendo lost their nerve to not get drunk on nostalgia and switched out the new cast for the old cast. It’s Avengers: Doomsday a year ahead of schedule! So, back to the same old boss Donkey Kong has been fighting for decades, and they didn’t even give him good levels. One of the DLC packs is apparently based on Donkey Kong Country. Why wasn’t THAT the final level? If you’re going to bring back King K. Rool, put him in the Donkey Kong Country level! F*cking lame. At least this time, it was the real ending. You beat King K. Rool, Pauline says she’ll learn to keep the beat without DK beating his chest, and he returns back to his world. Yes! The credits! It’s finally over!

“Three months later…”

Nope. I’m good.

This was one of the most negative reviews I’ve done, but I promise that I had a ton of fun with this.

Okay, so I’m disappointed that Donkey Kong Bananza had a terrible end game. I figured it would be like Mario Odyssey where I’d be joyously knocking out the much harder post-game content, but nah, I’m okay with never playing this again. Hell, I didn’t even pick up the post-game banana. That was my middle finger to a game that forgot that it’s supposed to be fun. All my interest in the post-game content or the DLC was reduced to zilch by one terrible level after another to close out what had been an overall rough but amazing game. Again, by raw ratio of good-to-bad, Donkey Kong Bananza is an automatic YES! Maybe if DKB had been a heavily story-based game, like an RPG, bungling the finale like this could ruin the overall game. But it’s a platformer, and most of the levels were huge, heavy in content, and pretty damn fun. Even the ice level had some damn clever stuff in it.

I liked the whole “singing to undo the purple stuff” mechanics. If anything, I think it’s a little under utilized. There’s no boss that you beat by singing. You might activate a battle with Pauline’s tune, but her singing is set up to be magical. Why not have some enemies that you strip their shield by singing at them. Not that this game needs more actions mapped to one button.

There’s a million reviews out there that talk about the positive aspects of Donkey Kong Bananza, so I’ll sum up my experience by noting that, by my count, there’s eighteen levels in the standard game, assuming New Donk City counts as a level. After being pretty dang bored with opening tutorial stage (Ingot Isle), which has a bland mine setting and doesn’t feature the geocaching-like search for bananas and fossils that I would become addicted to, the next eleven levels, starting with “Lagoon Layer” and ending with “Racing Layer” were the Mario Odyssey sequel I’d waited nearly a decade for. Not all of those are full-sized levels, but it doesn’t matter. For all the camera sloppiness, clunky controls, and mechanical failures, I’d LOVED Donkey Kong Bananza and was making an effort to get every single banana and every single fossil, because it was bliss and possibly my favorite game of the last five years. Other than that sprawling Void Kong fight, it’s a damn fun, damn charming game for that eleven level stretch.

Okay, the racing Diddy and Dixie Kong thing was lame as f*ck. I didn’t like how it controlled at all. BUT, I also won the first and only race I needed to get the banana and open up the next stage. Unlike the ending, the racing segment didn’t overstay its welcome. I’m guessing the post-game content hid a ton of bananas

The game didn’t really start to get bad until after the racing level, the “Radiance Layer” which became the point where I was ready for the game to start wrapping-up. The snake mechanic was introduced and was horrible. There’s large segments where you have to pick up blocks made of light that quickly fade away. It just wasn’t a very fun level at all, at least until the home stretch. Then the “Groove Layer” takes away your ability to transform and the digging/exploration is largely removed. It’s a HORRIBLY boring level, and that was pretty much the end of Donkey Kong Bananza as a good game. The next level, the Feast Layer, is the salt-on-muck level that, frankly, I think is terrible. It’s tragic, too, because Feast Layer’s level design was outstanding. It could have been the best level in the game if the salt/muck mechanics worked, but they don’t. That wouldn’t matter if the level design didn’t rely so heavily on eliminating that muck, but it’s literally the main hook of the stage, and it’s so bad that I can’t believe this was released in this state. There’s nothing worse than picking up a clump of salt, aiming carefully, hitting the muck you were aiming for DEAD ON and having f*cking nothing happen. Thus the potential best stage in the game is rendered not even fun at all.

This is so clever. You have to destroy a block in one place to teleport it to another. Several levels later, out of nowhere, Bananza includes THREE mini-games where you have to create a pathway for falling ice cubes using this “hit a block in one place and it goes to another place” gameplay, and I loved it.

The two full-sized levels that followed were boring, and the New Donk City finale with the rising lava was even worse. In a game based around exploration and discovery, they close things out with a fast-moving instakill sprint. A completely nonsensical idea barely less silly than ending Legend of Zelda with a game of football. But, none of the bad stuff undoes everything that came before it. I paid $70 for this. Did I get $70 worth of entertainment? Easily. And I’m not even mad that the game didn’t end sooner. I’m not arrogant enough to think that most fans won’t disagree with me. They’ll probably LOVE the entire King K. Rool sequence, and I’m happy for them. Hell, I envy them, because my Donkey Kong Bananza experience went from being certain I still had weeks worth of post-game content I’d be eating up to deleting Bananza from my Switch 2 while my sister played “Grounds for Divorce” by Elbow.
Verdict: YES!

Froooosty the snowman……………. what’s wrong with me? It doesn’t even look like Frosty!