As far as modern cinematic platformers go, I enjoyed Inside, the game makes the most of every segment it whips up and the endgame is something completely unexpected that is in itself kinda fascinating to control, without saying any more on that.
I never really cared for Limbo so Inside was a big step up to me and its mood is on point.
Voted for Ori 2, even with my sub par Base XBOX ONE experience trying to mar the game, the quality shone through. Here's hoping it gains more recongnition over time and that by the time I replay it I get to enjoy a smoother experience.
Mega Man 2 was my first Mega Man game but that wasn't until 2008 or so, late to the party indeed. I still remember picking Quick Man first and getting laser obliterated and thinking "woah, this IS hard!", then I tried Wood Man and the game made a lot more sense.
A classic case of the sequel blowing past the original entry, MM2 put the series on the map and among the 6 NES titles is still the fan favourite as this vote shows.
Personally I prefer 3 but 2 is still a good time with only a few notable issues.
Rayman 2 is such a great approach to the linear 3D platformer, it manages to feel like just as much of an adventure as the sandbox style games, it's got strong art direction that stands the test of time and no two stages are quite alike. The Precipice was always a fave of mine as a kid, it was one of the first crumbling set pieces in a 3D platformer I can recall where you had to keep on moving with ever present danger, it felt so dynamic.
Hmmm, Super Meat Boy is an interesting one. I don't make much of a secret that I'm not big on platformers of its ilk that prioritise bite size snippets of challenging design, games that fully expect you to die a lot until you nail that one run that snatches you victory. SMB arguably popularised this, the rapid respawn and the fact that the levels were so short meant that the usual issues of punishing difficulty became much easier to stomach with plenty of small victories along the way to keep the player going.
Meat Boy himself has a pretty interesting style of control in regard to how much variance simply holding the run button can have at any point, even when the character is in midair, there's a lot of small nuances here leading to a character as precises as he is unwieldy but more than capable of performing the movements necessary.
On the whole I don't much like the art direction, the game's tone, its humour. It is pretty fun though, up until a point where it feels like I've seen too many buzzsaws and homing rockets to last a life time.
My being late to Mega Man also meant I was late to the X series and I don't think I'll ever be able to remove myself from the lofty expectations I had heading into X when I was finally able to play it.
It carries on the MM playstyle with a few new twists, dashing and wall clambering makes it feel that much more dynamic alongside the big presentation boost. I just can't shake though that the platforming side of this series is just okay? compared to what the classic blue bomber presented a lot of platforming scenarios here seem kinda plain and the impression I always got was that combat and the odd hidden items were more a focus of the central design and I dunno (mega) man, I just don't think X's combat chops are all that interesting to reign in the platforming as much.
Still there's plenty to trumpet here, the weapon selection feels more useful than pretty much most classic mega man games, bosses are a lot more interesting, the OST rocks as much as the sound chip can and there's a few cross stage interactions that are a novel concept.
I actually prefer X2 to X, I kinda feel like its maverick stages do a bit more. In the end though I'm a classic (mega) man.
I'm gonna continue sounding like a bit of a misery guts here huh? because here's crash 2, a perfectly good platformer somehow ranking up ahead of games that quite frankly, are so much better than it that I'm getting that DK64 style puzzlement here.
Crash 2 is yet again another one of those sequels that refines an original base to make a beloved title, the twist here is I don't fully share that opinion.
It's the kind of game that sands those rough edges of the original a bit too much, when people say Crash has corridor design this game does little to refute that, I mean that's not an inherently bad thing but the feeling to me is they could've done more, even Crash 1 is a bit bolder with its more varied stage direction.
And some of the stages have bits and bobs that have me raise a quizzical eyebrow, the sewer stages with pipe sections that obscure your view, some iffy visibility on the ruins complete with carrying on the depth perception issues of the first game, backtracking towards the camera in the DARK for crates, and of course Nitro Crates.
Look I get that they're like the spike trap of Crash but you get some sections where the level designers just went "ehhh, sod it, just throw down a bunch of touch o' death crates and wrap it up".
On the plus side, the slide jump is like the DKC roll jump so that's nice. Don't get me wrong, this ain't a "Crash 2 was never good" thing, but I do consider it pretty standard fare and think that the upcoming Crash 4 doesn't have to work too hard to be the best entry in the series.
Astro Bot taunts me with its £200 paywall that I can't fully justify and potentially don't have the space to use properly right now.
I need to experience its water level hype and charming robo powers, the time will come one day.
It took me a second playthrough of Mirror's Edge to really appreciate what it pulled off. The concept of platforming in first person had always been something of a bogey man, many an FPS offering clunky jumping moments leading to the doubt that such things could ever be more than just passable. Mirror's Edge is fortunately a platformer first and shooter very distant second, or maybe third, point is the gunplay is very far from the point. Careful colour coding in the level design helps guide your eye to the options available to you, for some reason I've always thought it was neat that one of your moves is simply pressing a button mid jump to tuck your legs in order to not smash against certain objects. When you get into the flow the game can be really exhilarating, it does also have moments where either combat or not quite as clear level design can completely roadblock that flow. Also the plot is straight doo-doo.
There's nothing out there quite like it and its long hoped for sequel seemingly shat the bed (I never played it myself) so it remains a cool and unique piece of platforming history coming from an unlikely dev no less.
One of those games where time trials are potentially the REAL game.