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August 6, 2026

Crash Bandicoot 4: It's About Time (Part 3)


Back where it all started... But it's not exactly gonna
go the same way.

Assorted Annoyances

This is the kind of game where, if you are not focusing
on getting Gems, you will have a hard time, but it will
be doable. My mistake was trying to go for the All Crates
Gems every time I entered a level.. and suffering a lot
because of it. In my defense, I thought it wouldn't be
that bad, after playing the previous games!
You know what, let’s get the annoyances out before the finale. So, this game is… Well, I have already brought up the difficulty. I think I haven’t made it clear yet. Dying 20 times per level? That was at the beginning. The closer to the end I got, the bigger that number got. It wasn’t rare to die upwards of 50 times in a level’s first go-through, as I discovered, one painful mistake after the other, all the ways in which Crash/Coco/Tawna/Dingodile/Cortex could die. It is, by no means, the only tough platformer I’ve played all year, but it is among the hardest I’ve ever played – and, honestly, I think it might be the hardest I’ve pushed through, all the way to the end credits.

I remember hating the "Run on walls" parts. If your momentum
is stopped, you fall and die. And these parts love to put crates
in your way, so you have to break them. Oh! And combine
that to the gravity shenanigans in later worlds, too! Ugh.
I know I said that the original three Crash games had cruel platforming moments; I found that out as I was discovering them through the N. Sane Trilogy (though, as has been mentioned, the remasters aren’t entirely identical to their originals, which I haven’t really played). In comparison to Crash 4, Crash 1 through Warped! feel like a goddamn walk in the park. And I think a part of that might be caused by Crash 4’s own excesses. The levels are too long, several levels have too many crates, every instance with a Quantum Mask throws something new at you…

A lot fo bonus stages are all about using your abilities at
very specific moments and slapping steel ! crates in
what order, and when, for a chance to destroy every crate.
I miss the simplicity of the average Crash 1-through-3
Bonus Stage.
Speaking of crates, Bonus levels make a return. They keep the system from the remasters: If you die in them, you don’t lose a life, and the Bonus level transporter counts as a free Checkpoint. But! In the remasters, they were generally easy. Well, no more. Bonus levels in It’s About Time decided, “you know what? The player doesn’t lose lives playing these, so fuck it, we’re gonna be insanely hard!” In an utterly brutal game, these manage to be even worse. They often require use of the Quantum Masks, and are designed like puzzle platformers. You must figure out the right path, often backtracking both ways, to break every crate, and in what order, as there is sometimes only one correct “answer” to catch everything. And! Let me remind you that these bonus levels are mandatory, because their crates still count within their level’s total! Can’t figure it out? Tough shit!

Making things phase in and out, including barriers that can
get in your way, while you are also running on walls and
carefully timing your jumps. It's... a little much.
After a while, Crash 4 starts to feel more like a puzzle platformer than just a platformer. In fact, I know I have seen or played games with the exact mechanics brought forth by the Quantum Masks – but usually they aren't all in the same product. Making things appear and disappear to progress? Seen it. Messing with time? Seen it. Gravity shenanigans? Seen it! Hell, even ‘Akano’s ability involves some degree of knowing when to turn the special spin on or off. At the end, you must often adapt to using the masks interchangeably within the same level… or, in the very final stretches, one after the other in quick succession. Crash 4 is basically 4 puzzle platformers in one Bandicoot-shaped trench coat.

August 3, 2026

Crash Bandicoot 4: It's About Time (Part 2)


A new ally? And more coming? Things are about to get interesting.

Super-Spinning, Magic Potions, and Funny Costumes

At the end of Salty Wharf, the group finds the second Quantum Mask, as confirmed by Lani-Loli. The new guy is named ‘Akano and he represents dark matter. Though he doesn’t say much, he packs quite a punch.

This is not flying, this is spinning with style!
The next dimension we visit is Tranquility Falls, which looks like a fantasy land. Spyro could live here! The enemy wanting a rematch with our heroes is N. Brio, whose chemical concoctions can do so much they might as well be magic. This world is our first use of ‘Akano. This mask’s ability is a powered-up spin, not unlike an ability gained in Warped!. Unlike the regular spin, it is triggered by pressing the X button (like all mask abilities), and will make the Bandicoot spin and as long as you haven’t pressed X again to cancel it. While spinning through this method, Crash and Coco’s jumps become very floaty, giving them extra reach, and they will instantly destroy any breakable crates they touch. This can be a double-edged sword since the heroes still get hurt if they spin into TNT and Nitro crates.

Ah yes, Legally Distinct Big Green Angry Smasher Guy.

At the end of this world, we square off against N. Brio, and this fight begins similarly to the one in Crash 1 and its N. Sane Trilogy version. In the second round, Brio drinks his own potion and becomes a hulking brute that attacks directly. To damage this form, we need ‘Akano, as the boosted spins are the only thing that can knock Hulkbrio off-stage and hurt him.

Gotta tough out the sonar-style chase sequence.
After N. Brio is defeated, we unlock the N. Verted Mode. It opens a new version of every level beaten so far; and for every subsequent level, an N. Verted version is unlocked after beating the original. A few things change in this new challenge; for starters, Wumpa fruits are replaced by… Grape-like Berries! Gasp! The second is that the stage is horizontally flipped; Bonus stages and 2D sections are crossed right to left, and all 3D areas are mirrored.

Oh, they still haven't learned to swim. They just don't
need to in the Sn@xx Dimension N. Verted.
Each N. Verted world has its own design twist that makes it trickier to navigate – as if they weren’t so goddamn hard already! As an example, on N. Sanity Island, the level will be made of silhouettes, and the place will go dark unless you periodically use the spin, lighting up the area like the ping of a submarine sonar. In Salty Wharf, the world starts in black and white, aside from crates and enemies; several actions will bring back the color, which will stick even if you die. The screwy design changes for the next world, and again in the next, and so on. One world ends up underwater, with all the screwy physics this implies!

Oh, and the Gems return, making for a possible total of 12 for every level; six normal, six N. Verted. Same requirements, too; the only difference is that the hidden Gem is moved to a different spot. Still, good luck getting them all  this takes the game's Gems total from 228 to 456! But hey, at least you can get some cool skins out of them.

July 31, 2026

Crash Bandicoot 4: It's About Time (Part 1)


4: It’s About Time (Part 1)(Part 2)(Part 3)

After its first three installments, the Crash Bandicoot franchise seemingly hit a lull. Plenty of games came out, with some following the Mario Spinoff formula: Make ‘em race! Make ‘em go around a board and play mini-games! Platformers still happened amidst all these new concepts, with varying levels of quality. However, fans felt like there was no true return to form until the N. Sane Trilogy came out. This renewed vigor eventually led to the making of a new, proper, “official” sequel to the OG trilogy.

We're starting on known ground.
Don't worry, that's gonna change real soon.
And yes, I played and talked about the N. Sane Trilogy these past three weeks exclusively so I could have the necessary background to talk about this one. Fans had to wait 22 years after Crash Bandicoot: Warped! for it to come out. But Crash 4 finally did, with a release for PS4 and Xbox One on October 2nd, 2020, then to Switch, PS5 and XSXS on March 12th, 2021, then two weeks later on PC. You’ve already seen this game’s title at the top of this article, and it’s very tongue-in-cheek, considering the long time between this entry and the one that precedes it in the strange chronology of the Crash series. For the needs of this story, it acts like no new games happened between the franchise's third and fourth installments; you can bet they will make a joke or two about that. Well then! It’s about time we cover the conclusion of this epic! (…Unless a Crash 5 comes out eventually.) For the record, I am playing this one on Switch.


They’re Back

N. Tropy is a surprisingly much darker villain in this game
than just about any other enemy Crash has ever faced.
Following their defeat in Crash 3, Neo Cortex, N. Tropy, Uka Uka, N. Gin, and for some reason, N. Brio as well, are stuck in a place out of time. They’ve been stuck there for what feels like decades. (I mean… at least two of ‘em). Cortex keeps self-pitying over his repeated failures, while Uka Uka attempts to open a portal to get them out of this place and back to the world they desperately want to take control of. In a stroke of luck, the evil mask finally makes a tear through the fabric of reality that will allow them to return, but the task is so exhausting that it falls unconscious. The scientists opt to escape while leaving the commanding, nasty mask behind. In its place, Nefarious Tropy, the time master, takes leadership of the group. He’s already seeing far beyond full control of the world…

July 24, 2026

Crash Bandicoot N. Sane Trilogy: Warped!


Finishing the trilogy today!

Crash Bandicoot 3: Warped!


This guy scares the biggest enemy we've had so far. That
usually means nothing good.
The game begins after the good ending of Crash 2 – the one you get by collecting all the Gems and beating Cortex again. The diminutive scientist’s space station explodes and crashes onto the planet, striking an old temple. Out of it comes an evil spirit known as Uka Uka; if you’ve played the rest of the N. Sane Trilogy, you may recognize this mask as the guy who threateningly says “Game Over” when you lose all your lives. Cortex has been working for Uka Uka this entire time, first by making the animals into smart but docile soldiers, and second by making Crash gather magical crystals. The evil mask was the one trying to enslave the entire planet all along. In an attempt to do it right this time, the mask summons a new, blue-skinned scientist with a clock theme…

Sounds important, I should listen to what Aku Aku is sayi-
Oh, the Bandicoots adopted Polar? Awwwwwwww!

And so we begin in the medieval era, with frogs that turn
into people if they kiss Crash, and lab assistants behaving
as if they were at the renaissance fair.
The wind turns on Wumpa Islands. Aku Aku immediately knows what’s up. The guardian mask of the islands (now voiced by Greg Eagles, whom you might know as Grim from The Grim Adventures of Billy and Mandy) tells the Bandicoots about the villainous Uka Uka. He teleports the two to the Time Twister. This floating base owned by Cortex’s new scientist ally will allow the villains to hunt down the Crystals across past eras, since we’ve already found them all in the modern day. It’s up to Crash and Coco to get the Crystals (and the Gems) first, beating out their enemies. Oh, that’s it? We’re doing a Time Heist? Let’s go! I can't wait to see the endgame of that!

July 17, 2026

Crash Bandicoot N. Sane Trilogy - 2: Cortex Strikes Back

Crash Bandicoot 12: Cortex Strikes BackWarped!

Welcome back to this year’s anniversary reviews! Today, we’re moving to the next game in the collection!

Crash Bandicoot 2: Cortex Strikes Back


Uh oh. He's got a lightbulb moment, and that means
nothing good.

This story begins immediately after Crash 1. Neo Cortex was tossed from his zeppelin and is falling to the islands below. He survives the crash (pun intended) and finds that he has landed in an underground cave where he finds a crystal glowing a faint purple. He gets a new idea…

Turtle armadillo, doesn't matter; you're in my way!
Cut to a year later. Crash Bandicoot and his brainy sister Coco are chilling on their island when Coco’s laptop runs out of juice. Just the usual problem for her, really. And even though she’s playable here, no way she’s going to get a new battery herself! Nah, bro’s gotta do it. Crash thus embarks on this quest. But midway through the first level, he steps on a teleporter and gets abducted. He appears on a space station owned by Cortex and his new assistant, Dr. N. Gin. He is greeted by a giant hologram of Cortex’s face.

"You better not pull out your yo-yo while I am expositing,
Crash! Are you... Hey! I said put that away!"

I see it over there! Yeah. That's the point.
They aren't hard to find. At all!
Cortex says that, although they have been enemies before, he and the Bandicoot need to team up against an even greater threat coming from space – soon the planets will align, and the resulting energy might destroy the Earth. Cortex has found the Master Crystal that can put a stop to this; however, it needs several more “slave” Crystals to have enough power to prevent the catastrophe. the diminutive scientist claims he will need the physically capable mammal to collect 25 Crystals scattered around the world. Cortex will provide the means of teleportation, and occasional commentary on our progress.

July 10, 2026

Crash Bandicoot N. Sane Trilogy - Crash Bandicoot 1


Crash Bandicoot 12: Cortex Strikes BackWarped!

Yeeaaahhhh... I was not a fan. In fact, after playing today's
games, I might like Crash Purple even less.
I don’t know if anyone else reading this knows what the first game ever reviewed on this blog was, way back on July 19th, 2013. Well, it was actually a duet of games for the Game Boy Advance: Crash Purple: Ripto's Revenge, and Spyro Orange: The Cortex Conspiracy. This not-very-ambitious crossover had Crash and Spyro square against each other due to the machinations of their respective villains. The games, developed by Vicarious Visions were… shall we say… not that great. At best, they were tolerable 2D platformers that put much bigger focus on playing mini-games, of all things. Anybody that’s accustomed to Crash’s usual extra-tough 2.5D platforming or Spyro’s 3D platforming likely didn’t get their money’s worth.

Run! Ruuuuuuun!
I bring this up because I haven’t touched either franchise since. That review was 13 years ago. And even on Steam, when I got my hands on the Crash Bandicoot N. Sane Trilogy and the Spyro Reignited Trilogy, it took me forever to even think of playing them. Well! I’m crossing one of these two off the bucket list for this year’s anniversary review. Maybe the other one next year? Who knows.

I also have Crash Bandicoot 4: It’s About Time among the games I want to cover this year, and I have a little rule for myself: If I want to cover a game that isn’t the first in a series, but I own any that came before in that series, then I will want to cover those previous ones too if it matters. Might as well get this show on the road. I can call it a… Crash course across the franchise.

Also developed by Vicarious Visions, and published by Activision, the Crash Bandicoot N. Sane Trilogy was released first to PlayStation 4 on June 30th, 2017, and to Steam a year later. It is comprised of remastered/remade versions of the franchise’s first three games, all of which were PlayStation games originally developed by Naughty Dog:

  • Crash Bandicoot, released on September 9th, 1996;
  • Crash Bandicoot 2: Cortex Strikes Back, on November 6th, 1997;
  • And Crash Bandicoot: Warped, on November 3rd, 1998. This would be the last proper entry for these platformers for about 22 years.


One game per year? Crash is a regular! …Well, not to this blog he isn’t! But I’m looking forward to correcting that. We’re starting this collection of games NOW!

July 3, 2026

Garry's Mod


Hoo boy, where to begin. Where indeed. There’s just so damn much to say about Garry’s Mod. Well… for starters, it’s not so much a video game as it is a physics engine that allows for an insane level of creativity on the part of its users. …Yeah, that’s the short version. I don’t think I can properly review this as a video game, as it really is more like a tool to create games… or to have fun putting items together and seeing how they interact. Unless the games made by its users count as the game itself. Anyway!

Developed by Facepunch Studios and published by Valve, Garry’s Mod was released on… November 29th, 2006. Almost 20 years ago. That makes it one of the oldest products in my Steam library. When this game came out, my French-speaking ass was still learning English in high school!


Everybody has to start somewhere. Me? I got myself
crushed by that tower. That's how I found out that we
still have HP during sandbox/construction...
Officially, this software was created by Garry Newman, a developer from Valve who worked on Half-Life 2. The original, titular mod was just that game with a few additions; but then this expanded into a full sandbox game comprising not only H-L2’s physics engine and assets, but also the assets of other games made with the Source engine. Notable ones include Left 4 Dead and Counter-Strike, as well as possibly the biggest name out of all of them, Team Fortress 2. The only requirement is that you own the other base games in your Steam library in order to access the assets.

If you ask me, the funniest thing about this article is that I took so long to get around to talking about Garry’s Mod that Facepunch Studios released a sequel in the meantime; S&box came out last April, roughly 19 and a half years after its predecessor. But let’s focus on Garry’s Mod, or as it is also known, GMod.


I could decorate a cozy home with this stuff.
Too bad this field isn't much of a house!
Full disclaimer here, I did play a few hours of this game in preparation for this article, but not dozens, so I obviously won’t have the experience of others who've spent hundreds of hours on it. Heck, this article will be less like a review and more of an informative thing. Though, it will have some of my impressions based on what I’ve tested. I wasn’t even sure whether I could cover this product correctly, it’s just a sandbox after all; as a result, expect this to be less about the game itself and more about what others have made from it. Honestly, I’m coming in so late to this that it’s probably the best I can do; celebrate how this program was used and how it left a mark in gaming history.

June 26, 2026

Kingdom Hearts 3D: Dream Drop Distance (Part 5)

Part 1Part 2Part 3Part 4Part 5

Finishing this today. Bring out the swear jar, I’m gonna need it.

The World That Never Was – Riku (Continued)

Uh oh.

Pretty much every boss in this part of the game has a move
that takes us down to 1 HP. Fuckers.
Riku has found Sora trapped in an energy sphere, sleeping, and being consumed by darkness. Out of Sora’s body forms a cloaked figure with red eyes. This thing, called the Anti Black Coat Nightmare, is a tough boss, and it’s a sign of what I should expect for the rest of the game. We’re almost at the end. That said, my first fight against this guy, and realizing just how difficult it was, encouraged me to go back and train some more. Not a fan of grinding, but I will if I must. I overcame this first challenge, the first of four final bosses.

I hope you haven’t forgotten to level up Riku; it’s only him for all four battles. Who cares about Sora, whom you’ve been playing for literally his own half of the game so far?

How long have these cutscenes been going on? I just want
to mash my Keyblade in his smug face already!
Anti Black Coat disappears, and Riku tries to get through to Sora, the same words heard in the dream. To no avail. Riku hears Terra-Xehanort’s Heartless, Ansem, saying that Sora’s heart belongs to the darkness now. When the villain asks why Riku hasn’t returned to the real world, the teen understands: He’s been in Sora’s dreams the whole time. His shirt bears the mark of a Dream Eater, because he has basically become one. When he saw the hooded figure at the start of the Exam, he subconsciously landed into Sora’s dreams to protect him. Darkness appears under Riku’s feet and he is sucked in.

I watch the playthroughs from other people and realize, if
I was struggling that bad... was it just because I was
underleveled and didn't know? Could be, considering how
often I went back to level-grind between attempts against
all these bosses...
He reappears floating in a void, facing Ansem. The villain tries to get Riku to accept the darkness again, but the teen’s resolve is to fight it and its users. Stage 1 starts in the void, with Riku attacking the boss whenever possible, just waiting on a chance to do a Reality Shift. That move transfers the fight to solid ground, where Dream Eaters can help; Ansem fights using his Guardian, which can shield him from frontal damage (but leaves his back open).

His second phase is worse. Ansem merges with his Guardian, and that’s what we fight. This asshole loves to push you to the far end of the arena, and then load up lasers that hit fast and mini-black holes that you can get sucked into when going in for an attack, leaving you at 1 HP. This guy was, up to that point, the most unpleasant fight I’ve had in that damn game.

Those goddamned lasers. If you aren't already moving fast,
you are getting hit. The only way around is Flowmotion.

June 22, 2026

Kingdom Hearts 3D: Dream Drop Distance (Part 4)

Part 1Part 2Part 3Part 4Part 5

The last few chapters! And we’re starting with the kingdom based on Fantasia!

Symphony of Sorcery – Sora

To think that the "sorcerer" from this short ended up being
one of the most important characters in the entire KH
franchise. That name, though... Yen Sid... Subtle.
Fantasia is a collection of shorts animated over classical music; the way this gets combined into a KH world is by having The Sorcerer’s Apprentice as its core, from which other shorts can be magically accessed. We even get scenes from Mickey’s short remade in 3D! Sora lands in Mickey’s dream of being a great sorcerer manipulating comets; however, he gets kicked out of it by the Spellican, the Nightmare we’ve been chasing. Sora comes out of the dream in Yen Sid’s office… or so it seems. Mickey in the sorcerer’s chair, wearing the sorcerer’s magical hat, and waving around as if casting an endless spell under a trance, says otherwise.

These worlds have dragons now. Or is it T-rexes?
Mickey has been trapped into this predicament by the Spellican. The mouse can only be saved by Sora going into a musical world and picking up a Sound Idea. The place he lands on is based on the short scored with Beethoven’s The Pastoral Symphony. The Reality Shift in these musical worlds triggers a mini-game in which you play along to the music using the touch screen, dragging notes across the screen or tapping them at specific moments.

At this point, enemies are getting annoying. So much of this game is walk forward, beat up a crowd of enemies, repeat. Said enemies have far more HP than before, on top of using more spells and status effects. Nothing quite like being affected by a debuff that prevents special moves right as you’re low on health. Or getting sniped from afar while you’re waiting on said debuff to go away so you can heal.

I can't wait to beat this guy to a pulp. There is just an aura
around this guy, something I know I won't like.
Not much happens on the path to the Sound Idea. However, when Sora reaches it, he encounters the mysterious figure (MF) again. The opponent takes a moment to appreciate the beautiful world they’re in, before adding that he isn’t part of the dreams that are part of the Mark of Mastery. But, that if Sora remains asleep, then their paths will cross soon… After getting the Idea, Sora reappears in the Tower, where his trinket alone isn’t enough to rescue Mickey; but he knows he can trust Riku to do his part. Sure enough, the second Sound Idea appears and undoes the spell. With that achieved, Sora is ready to enter the final cursed spellbook.

June 21, 2026

Movie Review: Toy Story 5


(Once again, I tried to write this with the fewest spoilers possible, but some may have slipped through – read at your own risk!)

I don’t think we realize just how spoiled we’ve been by Pixar. Even if the company has had its ups and downs, as well as its controversies (looking at you, Lasseter), their output has still been, for the most part, stellar. Roughly three of their films out of four have racked up aggregator scores of 90% of higher. We expect Pixar to be a seal of quality, and as a result we tend to put that studio specifically to an even higher standard than the others. Almost to an obsessive degree; I swear there are people who take delight hearing about the cinematic missteps the studio has had, and knocking them down a peg.

And that’s… not great? I wouldn’t call that a healthy way to look at media, anyway. In the grand scheme of things, Pixar movies usually do things so well that we are often left with mostly minor critiques, aside from the occasional greater problem (and even then, it’s usually in regards to the story). When they release real clunkers, we remember them, because we know just how high their usual level of quality is. I know Toy Story 4 has its detractors, and it does have its issues, especially regarding character development and its conclusion. But it’s still a good movie. It’s not “The worst thing I have ever seen, oh my God!” …If you say that about any Pixar film, go watch The Emoji Movie and then come back. You clearly need some new perspectives. No, go, I insist. Only by suffering through torture do you get to truly enjoy the good in life.

That attitude seemed to permeate the entire existence of Toy Story 5, directed by Andrew Stanton and released to theaters on June 19th, 2026. It began at its first announcement (“Oh great, they’re beating the dead horse again”) and continued through other reveals that soured opinions quickly. “What do you mean, Woody is back with the toys??” Or: “Oh, so it’s Toys vs. Technology? Really?” Which was followed in one of two ways: Either, “What business do Disney and Pixar have to lecture us about tech, especially after Disney’s (now-defunct, thank God) AI deal?” or “They’re gonna say the toys are the only good ones and it’s gonna be 100 minutes of old men yelling at clouds.”

Sigh. All ye of little faith, I say, hypocritically. See, I, too, was fully prepared to have those exact thoughts. Until I remembered Coco, Soul, Elemental, Inside Out 2, Elio and Hoppers.

The story

The gang of toys has been adapting nicely to living with Bonnie (Scarlett Spears), without Woody (Tom Hanks). The little girl has promoted Jessie (Joan Cusack) to sheriff, and the cowgirl has been taking her role as leader of the toys seriously, taking Buzz Lightyear (Tim Allen) as her second-in-command. Buzz is still in love with Jessie but has been incapable of asking her to officialize this. (Even Bonnie’s wedding-themed playtimes don’t seem to help him with finally spitting it out.)

Bonnie is a very shy kid, and she struggles to make friends with other children in the neighborhood. It doesn’t help that most kids in the area have already fallen to the great threat of… *gasp* Technology! Staying in their houses all day staring at screens! Bonnie’s parents come to a similar conclusion; to make friends, perhaps their daughter needs a tablet of her own. The LilyPad (Greta Lee) arrives in the household shortly afterwards.

June 19, 2026

Kingdom Hearts 3D: Dream Drop Distance (Part 3)

Part 1Part 2Part 3Part 4Part 5

Will my headache continue? We’ll find out soon enough!

The Grid – Sora

New armor? But I don't feel any more protected.

It’s still bizarre to me that KH has worlds inspired by live-action properties like Pirates of the Caribbean… or TRON. I’ve always been wondering: Does it or its sequel, TRON: Legacy, count as video game movies? Or just “computing” movies in general? (Either way, don’t count on me to review TRON: Ares!)

Apparently, the "dream" version is the real Grid. Just an
excuse to justify the actors of TRON: Legacy being here
and not met the first time Sora visited Space Paranoids.
Sora appears in the Grid wearing the armor of a Program. He spots a Recognizer (a large ship) and gives chase. The programs that come out ask him to identify himself, but when they don’t recognize his name, they treat him as a threat and attack. After Sora dispatches them, he runs into a masked program that flees after gathering data about the boy and his Keyblade. Three characters were watching this encounter: Kevin Flynn, his son Sam, and friendly program Quorra. All are depicted with far less cartoony CGI than any others, which is… so weird, next to the spiky-haired, anime-faced Sora. But, for true KH fans, this is nothing new.

The three explain that the program Sora was fighting is named Rinzler; but it is actually Tron, who has been corrupted by CLU, Flynn’s hacking program, who has become the Grid’s dictator. Kevin and Sam are trying to escape to the real world, but Sora believes he must save Tron. Kevin indicates that the only way to do so would be to recover Tron’s source code, which is protected by CLU. Quorra decides to help Sora. We won’t see the Flynns again on this side.

Programs CAN develop hearts, but I doubt CLU could.
Not with his intentions. No Keyblade for you, mister!

Meanwhile, Rinzler warns CLU about Sora’s presence; the dictator is intrigued by the Keyblade…

June 15, 2026

Kingdom Hearts 3D: Dream Drop Distance (Part 2)

Part 1Part 2Part 3Part 4Part 5

Three new worlds to explore! We’d better pick wisely.

I’ll be covering each world all at once, because it’s simpler – but with the option of three different worlds to explore, you can indeed have each character explore a different world, and not see both sides of the plot in one world in one go. As an example, you could have Sora visit The Grid while Riku is on Prankster’s Island. But first…


La Cité des Cloches – Sora

Quasi, this elephant isn't friendly!

I can’t wait to see how Kingdom Hearts is gonna dance around anything tangentially related to Christianity in this world inspired by The Hunchback of Notre-Dame! I have a hunch they’ll play safe and not have Frollo be anywhere as creepy. That moment in the film of him sniffing Esmeralda’s hair makes my skin crawl. As it should!

I didn't know the Feast of Fools involved rhinos!
Sora meets Judge Claude Frollo, who immediately believes the boy to be a “g---y” due to his odd clothing for the area. I know this word has become a slur in recent times, hence the censoring – I’m hinting to it this one time because the word is important to the story of Hunchback, but I’ll avoid it from this point on. Before Frollo can attempt to inflict justice, he is informed by Phoebus that monsters have invaded the square. Sora rushes there to find Quasimodo on the back of a Nightmare elephant, celebrating as if he had been crowned King of the Feast of Fools. Here? Without a crowd? Huh. Esmeralda comes to help Quasi and they flee into the cathedral while Sora deals with the monsters.

Oh, there’s something about Frollo being consumed by his own rage and racism, and getting covered by an aura of darkness, too.

Geez, they've even infiltrated the cathedral!

June 12, 2026

Kingdom Hearts 3D: Dream Drop Distance (Part 1)


Part 1Part 2Part 3Part 4Part 5

For the record, I have been working on this review for a month and a half, so it is entirely coincidental that I am publishing this on the exact week where the proper teaser trailer for Kingdom Hearts IV was released. Hey, timing did its thing again!

It's funny how quickly you get accustomed to the mix of
American animated animal characters with humans that
have a clear anime feel to their designs.
You’ve seen that title, so you know what’s coming. If there’s one thing the Kingdom Hearts franchise is known for, it is its interconnected story told over… oh, with the number of remakes and new games retelling events of past games, I’ve sincerely lost count. This story is harder to untangle than a Gordian knot. Especially if you haven’t been following the franchise closely, or missed an episode or five, which is bound to happen due to its entries being scattered across several consoles! And they’re usually action RPGs, so they tend to be story-heavy.

Kingdom Hearts 3D: Dream Drop Distance, developed and published by Square Enix, was released for the Nintendo 3DS on July 31st, 2012 in North America. Before this one, the only other KH game I’ve played (and reviewed) is Re:coded on the Nintendo DS. Well, I was glad to see that today’s game is a direct continuation of that one! It is also, according to sources, the last game in the chronology before KH III. Thus, it ties up a few loose ends in preparation. Then again, I’d bet that KH3D creates more unanswered questions on its own; that’s how it goes.


Again: I’m jumping in with very little frame of reference. Everything I know is from Re:coded, and the biggest plot point that game showed was that even non-living entities, like characters made of code, were still capable of becoming real Keyblade wielders, all it took was displaying heart and heroism. That game on the Nintendo DS also went over some of the events of the first Kingdom Hearts game, which helps but still leaves me with large gaps in knowledge. Bear with me, especially if you’re far better acquainted with this franchise than I am.

The Exam

Full disclaimer: Since you might not want low-quality images
for the cutscenes (and there are many of those), I will be
picking these off a playthrough of the 2.8 Final Chapter
Prologue version of the game. Big thanks to
SevuhnElevuhn for the longplay video. Check it out here!
The first scene takes place at a villainous lair, ten years prior. Some guy (named… Braid, I think?) is asking the POV character, whom he calls Xehanort, whether he recovered his memories, or never ever lost them. The POV character summons a dark blade, stabs Braid with it, and says his name is Ansem.

I don't even know if that will make sense after playing this game. For the record, Ansem here is Terra-Xehanort, which is Xehanort, possessing the body of a guy named Terra. This is the first minute and I already had to explain some lore, for Pete’s sake!

June 8, 2026

New Pokémon Snap (Part 2)

In Part 1, I covered a part of the plot and went over many of the game’s features. Well, there’s more to say today!

Fantastic Photo Features

Yes, Corsola! Get to the apple!

This new Snap game takes full advantage of the abilities of the current consoles, and takes cues from all the ways people have gained to edit their own pictures on smartphones. The photo edit feature is accessible from the Photodex in the Lab.

Cel-shaded is great. I would play a cel-shaded Pokémon game.
First is filters; at time of writing, I had found 15 out of 20, from classic black-and-white and sepia to greater changes like cel-shaded, a comic style, a fish-eye lens, or pixelated. Second is stickers, which can be added to the picture: Symbols, facial expressions, effects and speech bubbles. Finally, special frames can be added for extra flair. Filters, stickers and frames are unlocked through gameplay, by earning research titles and by completing pages of the Photodex.

Still not enough? You can use this menu to add your own caption to the picture, upload it online to your New Pokémon Snap page, or download it to your console’s photo album, if you like it enough for that.

Most of these settings make changes so minute that only a
photographer with real experience would be able to tell.
The biggest exception is the brightness, of course.
Another feature added is the Re-Snap, which you can access after your run through a course has been scored by Mirror. You can take any of your pictures (doesn’t need to be one that the Professor scored this round), re-frame it, and change the brightness, blur, focus size, or focal point; you can even put new filters or change the caption! However, since this can only happen after the scoring’s been done, it doesn’t really matter. It’s just a pleasant extra that allows you to do the perfect shot out of a photo that wasn’t perfect to start with. It’s not pointless, but if you’re playing for scores and exploration and not for the creativity aspect, it won’t be what you’ll gravitate to.