To acquire wisdom, one must observe

The games of my summer 2025

Starting in May and ending in August, the Brandeis school year has returned from vacation (and for those who stuck around during the heat, God bless your air conditioning units). But even as the last breaths of summer lift students out of bed and into classrooms, I can’t help but reflect on all that I accomplished during the summer. I played a lot of video games.

 

I tried out new genres of games, returned to classics, cleared some of my backlog and bought some fresh titles. I’m going to cover most of the games I’ve beaten, and some that I haven’t (at least the ones I have something to say about) in no particular order. You might recognize a few from previous articles. Good. Pay attention, there’s a test coming up. I might even talk about one of them on a later date. What have I already talked about though …

 

AI: The Somnium Files (Modern Consoles)

Developer: Spike Chunsoft (September 17, 2019)

Publisher: Spike Chunsoft 

It’s peak. Point and click adventure meets visual novel routes and crazy yet grounded Sci-Fi storytelling. Play it.

 

Hotel Dusk: Room 215 (Nintendo DS)

Developer: Cing Inc. (January 22, 2007)

Publisher: Nintendo 

I watched “Paris Texas” months later and I love the game even more. Another point and click adventure, but more noir-based.

 

OK, now to the new(ish) stuff!

 

Okami HD (PS2 all the way to Modern Consoles)

Developer: Clover Studio (April 20, 2006)

Publisher: Capcom (September 4, 2018)

 

“Okami” is a timeless gaming experience one can have on modern consoles. You play as the dog reincarnation of Amaterasu and travel all around Nippon to recollect your celestial brush techniques and defeat the great demon Orochi. You meet lovable humans and spirits alike as the world around you comes to life. 

 

The graphics are like a wood-cut ink pressing come to life, with colors falling into each other while the black outlines stretch from one landmark to another. What really makes the game unique is that each of those celestial brush techniques are different symbols the player is able to draw over the screen at any time. A line over an enemy to slash. A path from the water to put out the fire. A swirl to cause a gust of wind to blow whichever way. It’s all used to explore the world and solve clever puzzles and dungeons a la “The Legend of Zelda: Ocarina of Time.” It’s a story for the ages and an adventure you won’t forget.

 

Pizza Tower (PC/Switch)

Developer: Tour De Pizza (January 26, 2023)

Publisher: Fangamer (August 27, 2024)

 

The hand-drawn faster-than-fast-paced platformer “Pizza Tower” is a hidden gem among the public, but a well known beauty in indie gaming circles. The evil Pizza Face wants to use his Pizza Tower to destroy the ever-so-anxious Peppino Spaghetti’s (yes that’s his name) pizzeria. Peppino must scale the Tower, ramming through each level, combing for toppings while keeping a high combo, before reaching the end of the level. But that’s not it. He needs to destroy the supporting John Pillar to send the whole room tumbling down. Now you must run back to the start of the level, under a tight time limit and everchanging routes. It is funny, fast, surprising and an excellent indie game.

 

Metroid Prime 2: Echoes (GameCube/Nintendo Wii)

Developer: Retro Studios (November 15, 2004)

Publisher: Nintendo (August 24, 2009)

 

I haven’t finished “Metroid Prime 2” for the Wii yet, but its direction for a “Metroid game” and a first person shooter is something I haven’t experienced before. Samus needs to once again explore a hostile planet, shoot enemies, collect powerups to unblock paths, yada yada, all that Metroidvania jazz. However, this planet is suffering from an invasion by a parallel dimension, the Dark Aether, so Samus needs to enter these Dark Portals from the Light Aether (the normal world) to fight the enemy head on, get around obstacles or solve puzzles that bleed into each dimension. 

There’s just one key factor within this new environment: the air itself will kill you. There are semi-circle domes that Samus can find and activate that regenerate her health, but other than that and the save points, it is hostile to the core. Enemies lurk as unregistered puddles of midnight before they strike. Phantom like orbs fly through the air, phasing in and out of existence as you try to fight them head on. It is difficult at first but it becomes part of the world. The story, aesthetics and set pieces make you think on your feet, what ammo to choose, which world to enter and how to save this world with a prophecy hanging just above your head.

 

We Love Katamari REROLL + Royal Reverie (PlayStation2/Modern Consoles)

Developer: Namco/NOW Production (July 6, 2005), Monkeycraft

Publisher: BandaiNamco (May 31, 2023)

 

A little prince man needs to roll up small things to become larger and larger and larger and larger and larger and larger and larger and larger and larger and larger and larger and larger and larger and larger and larger and larger until he can roll up the sun for a dog because his Dad, the King of the Cosmos, had a father who only knew how his father raised him, and the first Katamari Damacy got to his head a bit.

I really don’t know how else to explain this.

 

Kirby’s Canvas Curse (Nintendo DS)

Developer: HAL Laboratory (March 24, 2005)

Publisher: Nintendo 

 

There are a handful of games on the DS that use the dual-screen format to make something truly unique. “Kirby’s Canvas Curse” is one of those better-than-you-expected titles. The world of Dreamland has been turned into a painting by the Paintress Witch, Drawcia, and Kirby must put a stop to it. But instead of jumping and inhaling enemies, you draw paths on the touch screen for Kirby to roll on throughout the level. Tapping him will give him a boost attack that he can use against enemies, but make sure to keep an eye out for any spikes or wayward enemies. 

 

The environments themselves are obstacle courses that you need to navigate Kirby through. Whether it is covering up spikes or cannon shots as Kirby rolls through or directing one of his copy abilities to a block only that ability can destroy, it’s a game that eases you into this unique style of controls. So, by the time you reach the final boss, you’re ready for what they throw at you. It’s bopping electric-styled remixes and pleasant art direction make it a unique experience from beginning to end and show that there are so many more experiences to be had when you get out of your comfort zone.

 

Wario Land: Shake It! (Nintendo Wii)

Developer: Good-Feel (September 22, 2008)

Publisher: Nintendo 

 

“Wario Land” has been known for its clever level design, hilarious animations and overall uniqueness, especially when it comes to Nintendo platformers, like those of “Super Mario.” The premise has Wario travel through mythical lands through a telescope like device in order to save these fairies from imprisonment. But he doesn’t care about that! All he cares about is the treasure he’ll get from shaking every bag he finds, until he finds the Bottomless Coin Sack. Infinite Money! It’s always worth the struggle of being turned into a ball, being set on fire, running head first through metal blocks, even fighting crazy bosses, if there’s something it is for him.

 

You play through the level’s clever environmental puzzles, find hidden treasures and make it to the end of the level to rescue the fairy, then you need to head back to the beginning before time runs out! If this sounds familiar to “Pizza Tower,” it’s because Pizza Tower was made as a deranged successor to the “Wario Land” series. But while “Pizza Tower” has more loose and fast movement, “Wario Land: Shake It” has more puzzle-oriented challenges, which slows it down a bit, but the beautiful backgrounds and slick animations make it all feel so good to play.

 

Super Mario Sunshine (GCN/Nintendo Switch)

Developer: Nintendo Entertainment Analyses & Development (August 26, 2002)

Publisher: Nintendo (September 18, 2020)

 

The essential summer game. Why go outside to the beach when the beach is on your TV? Mario, Peach and the Toads visit the Italian-styled resort on Delfino Island to relax and explore its many different attractions. Too bad the islands and attractions have been covered in dirty gloop. Mario needs to equip The Flash Liquidizer Ultra Dousing Device—or FLUDD for short—to get rid of the mysterious obstruction to their vacation. 

While the physics are notoriously janky and the controls are sensitive to almost any joystick push—no matter how light—Mario feels smooth as butter when it all clicks. The FLUDD is a genius water jetpack that not only functions as a way to avoid falling, but also for combat and exploration. You can spray enemies, make a path to slide on, spin jump while holding down the nozzle then switching to jetpack mode to land on a platform just out of reach. The music and aesthetics really bring out the summer energy.

But there are segments when you can’t have FLUDD, and those are janky platforming levels that you HAVE to do to beat the game. My advice: take it slow. While this game ended up being half-unpolished, it’s important to take it slow and avoid slipping, while still enjoying your time under the Delfino Island sun.

 

There are more games I beat this summer but I think that’s enough for now. Tune in next time when I either gush about “Silksong” or force you to play “UFO 50.” Have a damn good one.


Photo from Nintendo.com

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