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Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

August 28, 2026

Quick Review: Distrust


Don’t. Fall. Asleep. Or do; you gotta rest eventually. But beware…

The cold is already biting at my face.
Are you sure we can't stick around the helicopter fire?
Distrust (often completed with the subtitle Polar Survival) is an isometric survival/horror roguelite game developed by Cheerdealers, published by Alawar, and released on August 23rd, 2017. At the start, you choose two characters among several playable options, all but two of which must be unlocked by playing through the story mode. Your two characters are part of a rescue mission sent to an army base on an especially cold Arctic night. However, the helicopter crashes following a strange light appearing in the cabin. Only your survivors remain. The base’s inhabitants are gone; something happened here. Gotta figure out what, and then come out of this alive.

She's freezing, she's exhausted, and she has a cold. Surely it
cannot be wors- Oh great, what's that weird noise outside?
Your characters have three basic needs: Warmth, stamina, and satiety. It’s cold out there, so equip them with the best winter jackets you can find. Buildings are cold, so you better stock up on wood and fill those furnaces to recover some body heat. They contain generators for electricity and lights, and those may need refilling with gas – but you’ve got limited reserves there as well! Satiety simply means that the characters need to eat. Can’t find food? You’ll be in trouble soon enough. Coffee beans and cigarettes don’t count. And rancid pasta might fill the void, but it can make the character sick instead. Then, there’s stamina. The longer they go, the more tired the characters become. You can give them a short energy boost with foods, but eventually they WILL need to sleep.

This all ties together with their base health, which will whittle down by 1HP every few seconds if either of these stats is completely depleted. Hypothermia, exhaustion and hunger are no joke. Characters can still hurt themselves during tasks, or poison themselves with bad food! And they can even suffer from various forms of insanity once their health gets low! A character whose HP hits 0 falls into a coma, leaving the other(s?) to revive them with an adrenaline shooter. And those are rare. 

Pasta past the expiration date? Uncooked veggies? Nah,
I'll have the candy, it's not a headache like the rest.

Do we have anything to deal with that monster?
Let’s say your team is overdue for a rest. Find a bed, sleep in turns, good. But something strange happens. Monsters start popping up around the buildings. Research papers in the area reveal that these things appear when people sleep. While one is sleeping, the other must hold the fort against whichever new threat has arisen. Good thing they share their inventory! Each enemy has different weaknesses and can inflict a different type of harm, though you can find info on these entities before encountering them.

"Help me out a little here! I'm shoveling!"
"No can do one task per person, the game says so."
The fact that your characters must survive with what they find turns this horror/survival game into a unique roguelite. Each member of the playable roster brings their own skill; as an example, the first woman loses satiety more slowly than other characters, so she needs to eat less often. Make use of those skills to survive not just the cold night and the monster encounters. The other roguelite staple is that there are six zones, each new one harder than the previous; and each one has a puzzle to solve. However, the puzzles won’t be in the same order from one run to another; be prepared for anything.

You unlock the third character through playing Challenge
Mode. And finding a secret ending. Your reward is: A
harder time keeping enough resources for everyone!

Ugh, unlocking doors takes FOR-E-VER. And there are so
many damn locked doors. You could pick the lock, or break
the door with a crowbar instead - but you risk wasting
those items' health before you really need them.
Tools are necessary for specific actions – but they break after too many uses, and though some can be repaired, their materials can be hard to find. Besides, you might prefer to keep your wood for warmth. Later zones get harder, with snow blocking doors, windows having to be closed (who opens windows in the ARCTIC WINTER??). And the monsters get stronger and harder to deal with… Some monster-killing mechanics aren’t explained well, like the trap that is said you can just drop to the floor to catch a specific electric monster. In general, it feels like past the second zone, you spend too much time dealing with constantly repeating annoyances, all to further slow your progress. Characters can even start suffering from mental afflictions when their health gets low! The isometric view makes navigating each zone even more confusing. Finally, completing some objectives or rescuing someon can lead to playing a party of three, requiring an even tighter control of resources.

Rebuildsing beds so we can sleep and... Dammit, a window
is open again! Who I repeat, opens windows in the Arctic?
It's not even the Arctic summer right now!
Great concept, the game is good, but super tough. Though that was to be expected from a roguelite, really. You get better as you learn its intricacies, this comes with the territory. It’s not a scary game, even if the theme is horror-ish. Co-op options are included, as well as two difficulty levels (Adventure and Challenge – as if the base game wasn’t tough enough). Perhaps the worst thing I can say about this one is just how often you’re left with not much to do while either character is fiddling with keys to unlock a door, completing a long task, or cooking food. I know the waiting exists to waste stamina, warmth and satiety, but it’s still tedious down the line. And the random nature of a roguelite means a high chance of not finding what you need, when you need it.

Distrust is available on Steam for 12.99$ USD.

August 24, 2026

Quick Review: Disney Speedstorm


Ready your wallets – I mean, your wheels – because you’re gonna be spending – I mean speeding – through the long, hard cash – I mean tracks – of the Disney universe!

I’m telling right off the bat what my review angle is gonna be, huh.

Mickey Mouse, ready to race! And leave everyone else
in his dust! (Unless you change to another racer!)
Disney Speedstorm is a creation of Gameloft released on April 18th, 2023. This free(mium) game is about Arbee, an A.I. that exists in an arcade and which has grown fond of many Disney properties (including Pixar and the Muppets). It decides to create a racing game of its own to bring all these heroes, villains, and other supporting characters in one place… where they can then put on modern racing gear, no matter which time period they’re from, and then duke it out on the racetracks. At time of writing, the game contains 131 characters from 39 universes, with the most recent additions in Season 21 being from Encanto.

I hadn't thought about it, but then I remembered I should
probably censor the usernames of other racers.
I’m playing on PC and keyboard, where W is to accelerate, A and D to go left and right, the left Shift key to make the car jump, and the Spacebar to drift. Taking a page from Mario Kart (then again, which mascot racer doesn’t?), racers can grab boxes on the track, obtaining items to help against the opponents; item skills can be activated with the Up or Down arrows, with some items having different effects depending on what you press (as an example, a bomb that you can toss forward to hit someone ahead, or drop behind you to hit someone getting too close; or flames that can either form a barrier around the racing car, or leave a fiery trail behind it). Racers can run over speed pads, which gives them a boost and fills a gauge at the top of the screen. When it’s full, you can press Crtl to activate a longer boost.

Race variants, team racing, solo racing, and so many events
going on at any moment. All to keep you lured in, right?
You can customize both the racers’ outfits and the karts. However, the more interesting aspect here is how you can level up the characters and give them stat increases through stars. All characters have their own “Racer Shards” (you need to collect 10 of a racer’s shards to unlock them) and start at 0 stars. When you have enough Shards for a racer and enough Tune Coins collected, you can spend some of both to make that racer gain a star fragment, five of which are needed for a whole star. With each fragment, that racer’s stats get small boosts – these can add up to make that character increasingly fearsome on the racetrack, but they get costly. After you’ve given a character a full star, they go up a rank, and you can give them crew members that give small stat bonuses during races as well. Crew members also have their own shards. Phew!

Look at this, he's in a racing game! He's wearing clothes!

The game plays great, looks amazing, and features high-energy remixes of famous Disney songs. The wide selection of characters is good (though unlocking them is a long, tedious, often luck-based process), and they all have their own special skills to unlock and use. And if you’re struggling to win races in Solo Mode, you can play in Team Mode instead, where you’ll be paired with two other players and your cumulative team score will determine whether you win or lose a race. Then of course there are plenty of season events to take part in, and many more sections, like the World Map and an Adventure Road (though in both cases, some levels require owning and/or using specific characters and being at specific racer levels), as well as a plethora of classic freemium stuff like daily missions, seasonal missions, a bit of free stuff every day, etc. You probably know the drill already.

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 1 – 2: Cortex Strikes Back – Warped!

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 1 – 2: Cortex Strikes Back – Warped!

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!

May 22, 2026

Exploring the Switch's Nintendo Classics #4


Been a while since I last did one of these as well! It took me this long because, in-between reviews of other games, I could hardly find the time to play stuff from the Nintendo Classics service; however, I think I’ve found a system that could help me with that.

Before I start this article, I guess I might take this introduction to explain a thing or two: For starters, all I have is the classic Switch, not the sequel console released in 2025. As a result, while I do try to go through the games available on Nintendo Classics, I do not have access to the GameCube games that were announced for the Switch 2 exclusively. This also extends to whichever games on other consoles require a mouse to play, like Mario Paint. (Not that there are many of those.)

In the same vein, Nintendo began releasing Virtual Boy titles to the service in February 2026. I am very tempted to try these as well, and since many of these are short, they will fit perfectly in articles like the one here. However, I am told that they will work much better with a headset currently on sale. I do think I will be better off playing those games with the necessary equipment! Therefore, I’ll skip these for now and put them on the backburner. It’s not like I’ve got a shortage of Nintendo Classics games to cover anyway!

I was in a bit of a hurry to get this article ready for publication, so instead of waiting to have enough entries from just one console, here you have a pot-pourri of games from almost all the consoles that are part of the service. And just like my other collections, any progress is better than nothing!

Enjoy!

The NES


That is, indeed, baseball.
Baseball: I’m still not done with sport games! This game was one more of the console’s launch titles, and is about as straightforward as can be for an 8bit representation of the sport. Pitcher pitches, batter hits the ball, team on the field hurries to get the ball and throw it while the batter runs around the diamond. I’ll admit that I know little about baseball (most of my gaming experience with baseball is… Mario Super Sluggers). And this game explains very little, so I know the basics of the sport, but I was left to figure out the controls on my own. I did poorly at this one. While I can say there’s a few NES sports games I would come back to, this isn’t one of them. I can still appreciate that its release at the console’s launch helped further boost the NES’s popularity in North America.

April 3, 2026

Disney Illusion Island


One of my mistakes in 2025 was that I bought too many games. The only solution is to keep clearing the backlog, by going through the quicker ones first. Gotta start somewhere!

Disney Illusion Island, developed by Dlala Studios, was first released on the Nintendo Switch on July 28th, 2023. It was then released to other platforms (PS5, PC, Xbox) on May 30th, 2025. I found the Switch version in the wild, it looked fun, and there I was, with one more game. I’m incorrigible. But hey, it’s Disney and it’s got a cool art style, so why not. The game’s name is a reference to Mickey Mouse’s Castle of Illusion on SEGA systems and its follow-ups. But this time, we can play as Mickey, Minnie, Donald or Goofy – or up to all four at once!


Heroes Wanted

Our game begins as Mickey makes his way to a picnic destination on an island, indicated by a map sent by Minnie. Or so he thinks. After he’s found the spot, he’s joined by Minnie, who says HE sent her a map to this spot. Donald and Goofy, who were also sent maps, show up. All four are puzzled, so they investigate a twinkling sound coming from a nearby area.

Someone wanted all four of them there, but why?
(Thanks to Gamer's Little Playground for the playthrough,
which I am picking my screenshots from.)

Ah yes! Toku, the benevolent quest giver! Disregard the
eye twitch, totally normal benevolent response to annoyance.
They trace the sound to a red bush, and after crossing it they find a large library with an open bookcase. They are greeted by furred creatures known as the Hokuns and their leader, Toku, who welcomes them to the magical world of Monoth. Toku is the one who sent the maps, as he needs their help. Donald is enraged to find out there won’t be a picnic, but the team stays and listens. Toku explains that the three magical tomes of their bookcase have gone missing, stolen by three thieves inhabiting the three biomes of Monoth, and this could endanger their world. The Hokun doesn’t seem to know that the Mickey cartoons are in-universe fictions, in which the group only pretends to be heroes – but Mickey and his friends agree to try and be real heroes for once.

March 27, 2026

Yu-Gi-Oh! Early Days Collection: Destiny Board Traveler


Final Yu-Gi-Oh! review for this year! Yet again, we’re moving away from the card game as it usually works to delve into a different type of gameplay – this time, a proper board game that involves dice and spaces and Yu-Gi-Oh! monsters- wait, again? Yep. Can’t escape those.

Destiny Board Traveler was first released in Japan under the name Sugoroku’s Sugoroku on March 18th, 2004; and then made its way to North American markets on October 26th of the same year. That original title is a reference to Yugi’s grandpa; Solomon Muto’s original name is Sugoroku, also the name of two ancient board games that have some similarities to modern Snakes & Ladders and Backgammon, respectively.

But of course, there needs to be a twist that involves the Yu-Gi-Oh! card game. The characters of the manga/anime appear as playable, there are several boards to choose from (if you unlock them), and the cards themselves will be integral parts of the strategy and gameplay.


Maybe this time I can keep it short.

’Round the Board

Makes sense to pick Yugi. ow I just have to hope his
legendary lucks rubs off on me. (Hint: It didn't.)
Four players move around one or more 5X5 square-shaped boards. Each player has a hand of monsters drawn from their Deck (this game doesn’t use Spells or Traps, and all monsters are treated as Normal and don’t have their effects). On their turn, each player creates their own die from cards in their hand by setting them onto its faces. They do not need to set monsters onto every face of the die, however. The value of each side of that die is equal to the level of the monster on it. The die has one side known as the Star Face, while the other five remain regular faces.

February 16, 2026

VGFlicks: Space Jam: A New Legacy (Part 4)

Part 1 – Part 2 – Part 3 – Part 4

Completely Looney

That's really the best silly face you could make, LeBron?

Thanks to LeBron’s realization, the Tunes are now allowed to use their zany antics on the court. They have a fighting chance now! They make a grand entrance on the playing field. Third quarter, and the tone is set by The Brow getting run over by a train, courtesy of Wile E. Coyote. Elsewhere, Wet-Fire’s liquid form gets absorbed into Gossamer’s fur.

That's not "Gossamer inexplicably with a child's mind" from
the Looney Tunes Show, but I'll take it!
Side-note, I like how Gossamer recently went from just some monster in early WB cartoons to a full member of the gang. The same could almost have been said of Penelope, the poor cat that kept getting chased by Pepe Le Pew, but she was removed because of Pepe’s problematic personality. I get it, maybe the director, Malcolm D. Lee, decided it was wiser not to shake that hornet’s nest. And perhaps trying a different angle for the skunk (like showing him working on bettering himself) would have broken the rhythm of the film, who the Heck knows. Whatever.

😬Today, in "are you SUUURE you want this in your film?"
Even LeBron participates to the shenanigans – well, as much as a live-action human can, anyway. Al-G steals a microphone from Bugs during a trick and, in coaching his team, accidentally drops a rhyme – which triggers a special Hip Hop round. Uh oh. The court changes to a dancefloor with the Tunes dressed in ‘90s rap clothing. Ugh, can’t believe I’m saying that, but… we get a rap battle where Porky drops some bars to make fun of Al-G.

…

…


Good God am I glad that this gif exists. Do I even need to say anything else? This was painful. Were those extra 150 points for style worth it?