I’m trying to put off doing Pop-Tart Review #100 for a while, but still post something every Sunday, so this happened.
History in the Making
This is from last week, but did you know I’ve done 99 Pop-Tart reviews now?
I know, I need a better hobby.
MEVGWU: January 2026
Ah, it’s a new year again. Seems like these keep coming around at fairly regular intervals. How odd…
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Mega Man X (SNES) – The most important tradition, is that this is the first video game I play every year. Though I’ve written about it so many times now that there’s nothing left to say. I didn’t even attempt a PB this time around, as one try a year isn’t nearly enough practice for speedrunning.
Clair Obscur: Expedition 33 (PS5) – It’s wild to me that somehow I dropped this game before beating it last year. It’s just so damned good. But, I finally resolved to pick it back up and actually finish it, and I’m glad I did. Just getting back into the world for a while (a long-ass while, since I did all the optional stuff too) was worth the time. Though I did end up kicking the difficulty down to Story while working my way through Verso’s Drafts. I never looked up any game-breaking character builds, and I was getting thoroughly ruined before I gave in to easy (well, easier) mode.
The Hungry Fly (PC) – Well this was an experience. You buzz around as a fly, looking for things to eat. Those things are… not what you’d expect, in most cases. It’s a very surreal kind of game, and I have no idea what, if anything, it was trying to say. Sadly, not engaging enough for me to have kept playing for all three endings.
Continue reading MEVGWU: January 2026TGISGF
Every once in a while, one of the videos I create gets a little bit of traction (for me, that means double-digit views), and I don’t know why. Here’s the latest example:
Why has this most basic of games been the magic catalyst for engagement? I have a hypothesis, but I really don’t know enough about YouTube’s algorithm to be at all confident in it.
Anyway, it clearly won’t be long now before I’m a world-famous influencer, so this is your chance to get in on the bottom level so you can say “I was watching his videos before it was cool.”
I’ll also be posting some written content soon. I haven’t forgotten about that. It’s just that after the Top 25 of 25, I really didn’t want to have anything to do with writing or recording videos for a while. That project was too big and too last-minute, and not quite as much fun as I thought it would be.
Sell out, with me oh yeah
I published my very first YouTube short today. Your lack of respect for me is now entirely valid.
This was mostly a “how does this work?” kind of thing, both on the YouTube and WordPress sides. And now I know that shorts don’t embed nicely. Why is it so gigantic? And why can’t I (easily) resize it?
Bait/Switch
So I’ve been playing The Legend of Nayuta: Boundless Trails lately. It’s a PSP game, and it’s not really so interesting that I want to type many words about it.
I did use music from the soundtrack in my latest Pop-Tarts review, though!
New Year, Old Skates
It’s 2026 now. You know, a new year and all. You know what’s not new? Aggressive Inline for the GameCube. That’s kinda what I’ve been playing the most of over the last few days.
I don’t think I’ve ever really written about it at length, but I have a very strong proclivity for skate-based games. Whether said skates be of the board or inline variety, as long as I’m rolling around and flying off ramps and doing tricks and grinds and generally being a menace to society, I’m very happy. The very early 2000s soundtracks also help out a lot.
I loaded up Aggressive Inline just for a little taste the other night, and then ended up accidentally playing it until 2AM. I don’t stay up until 2AM anymore (on purpose). And I didn’t even get past the first stage.
Of course, a reasonable chunk of that time was spent on the rather robust tutorial, re-learning how to play the game and how the controls differ from Tony Hawk’s. I played dozens upon dozens of hours of this game back in the day -or at least that’s how I remember it- but my Pro Skater muscle memory is still much stronger, and the slightly different button layout really ended up throwing me for a loop. By the end of my first session, I still wasn’t entirely comfortable with the control scheme, but I was getting there.
And then there was the “difficult” choice of choosing a skater to play as. The game comes loaded with something like a dozen facsimiles of real-life roller-blade mans, and I don’t know a single one of them. My passion for skating lies entirely in the video games and the general culture, not the athletes. But for the sake of “diversity” (oh and how that has changed in the last 20 years), there are also two playable female characters, both of them custom-made for the game. Because there were no real girls that rollerbladed in 2002, of course. And one of those fictional girls, Chrissy, I’m sure exists solely as a showcase for Z-Axis’ then-innovative boob-jiggling physics technology. And oh lordy, do those boobs a-jiggle. Like, way way too much.
So of course I was playing as Chrissy. I always did. It’s tradition.
There isn’t really a ton I can say about my actual experience with the game, other than I forgot how different it is from the Tony Hawk’s Pro Skater franchise. Yeah, it’s the same in that you pick a stage and then complete challenges, but you’re not on a hard timer in Aggressive Inline. Instead, you have a juice meter that’s very slowly running down. You can refill it by doing tricks and collecting gigantic, glowing juice boxes that are scattered about the stages. And it really doesn’t take a lot of tricking to get it back to full, either, so it’s very easy to end up playing a single session for, well, hours. While it does lose that “just one more run” effect by essentially giving you unlimited time to play, it’s maybe even harder to put down because you basically need to choose when you’re going to end your session. I suppose bad players could, in theory, actually run out of juice, but I’m not exactly a super star myself and I was never once in danger of a Game Over.
My one real true beef with Aggressive Inline is the soundtrack. But not for the choice of music. Perish the thought! I’ve regularly listened to it as a YouTube playlist over the years. No, I hate how short it is. In my couple hours of play, I must have cycled through the entire track list at least three times. Maybe even four. I wasn’t exactly counting. I’m not going to look it up or anything, but I think that a generous guess would place it at thirteen songs. For a PS1 game, okay, maybe that would have been sufficient. But this is PS2 era! They could have easily fit double that amount in there. I’m sure it’s was more of a licensing limitation though; Acclaim folded in 2004, so I doubt that in 2002 they were just throwing around bags of money. Or maybe they were and that’s exactly why they went defunct. Who knows? Not I. For whatever reason, there’s just not nearly enough music in this game.
Oh, and also someone really dropped the ball on balancing the audio levels for the music. Some songs are significantly louder than others, and there’s at least one in there that you can barely even hear over the clack-clack-clack of your skates.
So yeah! It’s been great fun! I don’t know how much I’ll really end up playing, but I do want to at least unlock all the levels to get the full breadth of the experience. Completing all the objectives and finding all the collectibles is… maybe not as high up there on the priority list, but we’ll see! If I continue having as much fun as I have been so far, I might finally finish the game for the first time ever. It’s weird that I played it as much as I did but never truly beat it, right?
Self-promotion for 2026
I don’t know if you’ve noticed, (I certainly haven’t been highlighting them here,) but I’ve been putting out weekly Pop-Tart reviews for a while now. About two months or so. That’s a lot!
Here’s the one that went up today. Watch it! Or don’t. You don’t have to listen to me. I’m not your mom.
Month End Video Game Wrap-Up: December 2025
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Pokémon Legends: Z-A (Switch2) – The Mega Dimension DLC is a little repetitive, but good gravy did it ever rope me in good. The new mega evolutions are also awesome and wild, with many of them being for Pokémon you really wouldn’t have expected to get a mega. I just really like this game in general, and I’m happy for additional content, even if it was muy expensivo.
Kirby Air Riders (Switch2) – Cleared the Road Trip mode, but will be playing it more to unlock the true ending. Also just played a bunch in general, both on my own and online multiplayer. This game is the most fun 🙂
Metroid Prime 4: Beyond (Switch2) – Been waiting for this one for what, like 20 years? Maybe it’s more like 17 or 18, but man… It was worth it. While it’s a bit too linear and doesn’t top the heights of Prime 1, in my opinion, it’s still really good. It still gives you the opportunity to explore a Metroid game in first-person, and that’s all I really want in life. Now, to replay it on hard mode…
Continue reading Month End Video Game Wrap-Up: December 2025Top 25 of ’25: Donkey Kong Bananza
If you’ve read all the entries thus far, this one shouldn’t surprise you. I mean, what was the high-profile Nintendo release that I hadn’t written about yet?
- Release year: 2025
- Developer: Nintendo
- Platform: Switch2
While it was somewhat visible from the initial reveal and the marketing that came afterwards, I didn’t really realize until I started playing the game myself that Donkey Kong Bananza is effectively a spiritual sequel to Super Mario Odyssey. It’s got the same look, similar gameplay (at least at a very high level), and a surprisingly similar feel, considering how different Mario and Donkey Kong play. But it a very welcome surprise, and that’s a huge part of the game’s appeal, at least to me.
Donkey Kong Bananza opens with DK arriving at Ingot Isle, where a bunch of monkeys have started a large gold mining operation. Why DK is suddenly interested in gold is beyond me, but it might have something to do with the banandium gems that are also being excavated. Before long, a huge, ominous orb-thing appears in the sky and sinks Ingot Isle into the earth, sucking DK down along with it. Deep in the newly-formed crater, DK meets a small, purple rock creature, whose singing seems like it’ll come in handy for dispelling mysterious barriers that have appeared all around. And so the journey deep into the earth, to find out what’s going on and collect as many banandium gems as possible begins…
Though a lot of DK Bananza is structured much like Super Mario Odyssey, the main gameplay is definitely more akin to The Incredible Hulk: Ultimate Destruction, as DK’s main method of doing just about anything is to punch. He can punch forwards, upwards, and downwards to destroy terrain, objects, and enemies, as well as perform his patented ground-slap that collects any nearby items. DK can tear chunks out of the ground (or walls, or ceilings), which he can then either throw, or simply use as a bat to destroy ever-more effectively. As a gorilla, DK is also able to scale just about any surface, so if punching isn’t getting you somewhere, you can just climb.
Very early on in the game, the purple rock character I mentioned before is revealed to actually be a cursed Pauline – you know, the woman that gets kidnapped in the original Donkey Kong arcade game? Except she’s a teen girl here, and she tags along with DK throughout the journey, using her ability to sing to unlock the path forward and special bonus challenge rooms. Eventually, her singing also allows DK to mega-evolve into multiple different animal forms, each with their own unique set of abilities. Having not paid attention to basically any of the pre-release hype, I had no idea about these transformations, and they were a wonderful surprise. So, sorry I spoiled them for you, I guess.
DK and Pauline will travel through plenty of different worlds throughout their journey, from a pleasant meadow, to a scenic chain of islands, to a fast-food theme park,and along the way they’ll meet plenty of other characters. Most of those characters will be fractones, a race of gem-people that can form into different colours and shapes, but you’ll also meet a bunch of animal tribes who’ve adapted to life underground, as well as some new simian antagonists and even a handful of familiar faces.
Playing this game, I think, would be roughly comparable to injecting pure joy directly into your brainy parts. Running around and smashing everything in sight feels wonderful, and while not every stage is massive, they’re all extremely fun to explore, with secrets and collectibles hidden literally everywhere. Exploring the worlds is generally pretty breezy, and bonus rooms that feel a lot like shrines from The Legend of Zelda: Breath of the Wild, are where most of the game’s challenge lives, though some of the bosses can be surprisingly difficult. Possibly the most shocking thing of all is that collecting banandium gems is not required at all, and rather than gating progression, they’re used to power up DK’s abilities and grant him new ones.
I’ve heard people online complain that the Switch 2’s first big 3D platformer isn’t a Mario game, but man, I could not care less. DK Bananza ended up being so much more fun than I ever expected, and thinking about it does nothing but bring me joy. The goofy, expressive characters, the colourful worlds, the god-tier soundtrack, and the focus on pure fun make this unquestionably my favourite video game of 2025. And that’s not even mentioning the last two hours of the game, which are nothing but pure, amazing, fanservice. I felt it would be too hard to actually rate all of my top 25 against each other, which is why I didn’t officially number any of the other entries, but I’ve known in my heart all along that Donkey Kong Bananza was going to come out on top.
