Partridge Senpai's 2026 Beaten Games:
Previously:
2016 2017 2018 2019 2020 2021 2022 2023 2024 2025
* indicates a repeat
1.
Final Fantasy XII (PS2)
2.
We Were Here (Steam)
3.
We Were Here Too (Steam)
4.
Tales of Graces f (PS3) *
5.
Retro Game Challenge (Switch) *
6.
We Were Here Forever (Steam)
7.
Tales of Hearts R (PSVita) *
8.
Ghostbusters: The Video Game Remastered (PC)
9.
Mega Man 11 (PC)
10.
Gravity Circuit (PC)
11.
Mario Party DS (DS)
12.
Ghost of Tsushima (PS5)
13.
Ghost of Tsushima: Iki Island (PS5)
14.
Astro's Playroom (PS5)
15.
Michael Jackson: The Experience (PSP)
16. Sackboy: A Big Adventure (PS5)
This is, probably unlike most people, one of the games I was most excited to play on my PS5. I’m a big fan of 3D platformers, and I quite liked LittleBigPlanet when I was younger too. I was pretty lukewarm on the entries after 2, but even still, another game in the style of Mario 3D World was hard not to get excited about (even if it’s by the guys who made the aggressively mid LittleBigPlanet 3). To get my thoughts into the open as soon as I can, I was ultimately far from a super fan of this game. I had and have no plans to 100% it or get to the post-boss extra challenge levels either. Be that as it may, I did still beat the game, and it took me around 9 or so hours to get 203 dream orbs playing the English (UK) version of the game.
We open on Craft World, a utopia where all dreams in the universe coalesce and creators can put together anything they can imagine. This is also the home of the Sack Folk, who are some of the most creative and imaginative builders there are, and that is especially true for the one they call Sackboy, our main character. Paradise is lost in craft world when an evil trickster being called Vex attacks it and steals away all the Sack Folk to build his Topsy Turner, a horrid machine that will give him full control of Craft World to fill with awful, chaos-inducing uproar. Sackboy, however, manages to escape! With a bit of help from the wise woman Scarlet, he sets off on his quest, “a big adventure” you could even call it, to stop Vex and save Craft World!
LittleBigPlanet games often had story, but not with big, sweeping cutscenes like this game has. While I’m usually not a big critic of what people dismiss as “MCU-style dialogue” full of quips and jokes, this game’s writing really did grate on me pretty frequently, and it was pretty difficult to care about most of the time. I’m generally the kind of person who tries to pay as much attention as I can to even the shallowest stories, but this was a case where I just could not wait for the NPCs to stop talking so I could actually get back to the gameplay ^^;. Sackboy himself has absolutely no character at all, and is a silent avatar who is guided through the quest by the various main people in each world you go to.
From the dialogue to the shallow, overly wordy story, the whole thing feels very commercial and cynically designed to appeal to the widest possible demographic. The whole game suffers from that cynical stink (especially the really blatant GLADOS ripoff in world 4). Even Vex, who is by far the most entertaining and full of life of the game’s characters, feels almost custom-made to be a “sassy, evil bad guy” (a “Tumblr sexyman” as the hip folks online seem to describe it). It’s a lot of style, but not much substance under the hood to really make it appealing, and it’s games like this that really make me understand why the Mario games in this style function nigh entirely on pantomime to communicate their stories, as I can’t help but feel that this game would’ve benefited from a similar “less is more” approach too.
Speaking of the Mario games, the people behind this game had *definitely* heard of them. The general gameplay loop is very similar to Super Mario 3D World, with isometric 3D platforming going through fairly linear stages from one end to the other. They’ve even taken the star coins that those games use for collectibles and made their own equivalents via the dream orbs I mentioned earlier. Perhaps it’s my fault for being such a big fan of Mario 3D World in the first place, but this game just could not stop reminding me of better games (such as that) that I could be playing instead with just how painfully derivative the gameplay is.
Movement and jumping is so slow that levels feel like such a slog, especially earlier on before things get challenging. You can roll to both dodge enemy attacks as well as constantly roll to get more speed, but you’ve also got to constantly mash the O button if you want to keep rolling. You can change that in the accessibility options menu to be just holding the O button instead of constantly having to mash it, but in what I’m noticing is a pretty consistent pattern in Sony’s games of this generation, actually using that accessibility option is only penalizing yourself because it sucks. Turning the rolling from mashing into just a hole makes the rolling virtually unusable because it seems to start and stop whenever it wants, and in a game where it’s so easy to just fly off a ledge if you’re not careful (and you’re penalized for dying), it’s hard not to feel irritated by that.
Speaking of the poor accessibility options, there’s also this game’s version of Modern Game Disease (having to hold down R2 and/or L2 for 50%+ of the game), because holding R2 carries objects and grabs onto grabbable surfaces. Turning that from a hold into a toggle works just fine for carrying objects, but it’s awful for the grabbable walls and such. Very commonly, the game makes you hold onto a spinning cylinder to let its momentum fling you elsewhere. I’m sure that works pretty fine if you’ve got that grabbing set to the default hold feature, but if you’ve got it as a toggle, there are tons of parts in the late game where you’ve got to time your grab *exactly* right or get pinged off of the cylinder and into the abyss. While I certainly appreciate the thought of accessibility modes and features in modern games, I’d appreciate them a lot more if they, ya know, actually worked and didn’t feel like I was playing the sucker’s version of a game I already paid so much money for :/
Bad controls aside, the level design is just all around OK at best. It’s not awful, but the slowness of the movement and wide, open spaces make for what seems to be a game centered towards family play. The 4-player simultaneous multiplayer function also seems to lend itself towards that, but the game also gets *so* much harder later on that I’d have a hard time wanting to show this to someone who wasn’t already quite familiar with platformers. It’s not like other 4-player platformers like Rayman Legends or the more recent Mario games don’t also get hard, sure, but those games have the added advantage of having great, fast paced movement and level design, so multiplayer feels like something between an added challenge and just good family fun (depending on what game you’re playing). Unlike those other way better games, this game actually has whole levels you can’t even play if you’re not playing multiplayer, and I can’t help but feel that stink of cynical design once again as these seem perfectly poised to push people towards buying PS+ for the online or more DualSense controllers to play locally (a feature so few other PS5 games have that it feels like a bit of a waste of money these days).
The main thing that makes me think of this as more of a family game is that it actually has an infinite lives toggle in the accessibility menu for if you’re not so good at these sorts of games but still want to see the whole thing, which I do really appreciate even if I didn’t use it. Even still, I’m still not a huge fan of the fact that they’ve actually made the extra life mechanic *more* punishing than the old LBP games were over a decade earlier. Rather than the old system, where getting to a new checkpoint would give you 4 more fresh lives, this game has a maximum of 4 extra lives, and you’ll need to replenish them by finding more in the environment. Combat with enemies is clunky and awkward, and the movement is slow but floaty enough that fighting the more aggressive ones never feels terribly satisfying either. While I did start enjoying things a bit more as the game got more challenging, and I did finish the whole game, the wonky movement and bad combat (not to mention the bad accessibility features) were more than enough to push me away from ever considering getting the 275 dream orbs you need to see the post-game’s challenge levels.
The presentation is very LittleBigPlanet, but it also still reeks just as much of the cynicism that plagues the rest of the experience. Even on my ancient 2010 model TV, the game looks really good for just sheer technical prowess. Textures and models look incredible, and you can really feel the “next gen”-ness of the presentation in that regard (even if this is still weirdly a PS5 game that manages to have loading screens between stages). The visual and sound design, though, were a lot less inspired. NPCs feel very over designed, and their shallow writing makes their pretty good voicework hit a lot flatter too. I’m not sure if it’s just the sound environment they recorded in or what, but a lot of the VA feels very weird to listen to, almost like it’s been ADR’d in after the fact. I know it’s a video game, so it’s not like there’s “on set” audio in the first place, but just how little their environments seemed to affect the sounds of their voices was something that bothered me very consistently whenever cutscenes would play.
The music is also really underwhelming. A lot of it just fits very poorly for a 3D platformer, and I’d chalk a lot of that up to just how much of it is remixes of or literal outright use of licensed music. From Uptown Funk to Material Girl and even Brittney Spears’ Toxic, there are a TON of licensed songs in this game, and it really helps make the thing feel like it doesn’t have a real identity unto itself. The use of the proper tracks is something I basically always didn’t like too. The songs will play in their respective stages and progress the lyrics as you hit certain points of the stage. This sounds all fine and dandy, but all but one of those sorts of stages doesn’t have any kind of meaningful auto-scrolling element to it. Them just being normal levels that you’re encouraged to hunt for collectibles and point bubbles through means you’ll spend *so* much time just hearing those repetitious few bars between the lyric bits that you’ll be going insane, with the only thing keeping you lucid being the knowledge that you’ll never play this stage again once you finally get to the exit.
Verdict: Hesitantly Recommended. I ragged on it a lot, but this ultimately isn’t a *bad* game. It may all feel cynical and underwhelming in its design, but at the end of the day, the biggest sin it commits is that it’s constantly going to be reminding you of better games you could be playing. I’d normally add a caveat of “well, if you haven’t played lots of the great platformers of ages past, it won’t bother you so much”, but this being a PS5 game, it also has to directly compare with the digital pack-in game Astro’s Playroom that comes with every PS5. Astro’s Playroom absolutely destroys this game in terms of control and level design, and the only advantage this game is going to have is the amount of content and multiplayer features. Perhaps those will be enough to keep you going if you decide to pick this up, but I have a hard time thinking that most players will find this game satisfying enough to justify the money you’ll be paying for it :/
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me