40 reviews liked by AHappyPotat0


Galdera took my wife and kids, killed my dog and burned all my crops

FUCK IT I'M GOING TO DO IT
I'M GOING TO ENJOY THIS GAME
Update: Mission successful

Between Elden Ring, GOW ragnarok, and now Totk, I’m getting pretty tired of AAA sequels that refuse to fix the mistakes of its predecessors and/or offer a more focused experience in favor of more meaningless content.

BOTW was a revolutionary game because it showed everyone that making an open world where every little corner of the map was not only purposeful and unique, but made with player interaction in mind, was a far better and more engaging experience than the hyper realistic storefronts (“very beautiful but try not to touch anything” design mentality) that many games were and still are.
This could be better appreciated if you read or watched any of the many articles that explained the way the map was designed, with mountains and hills located and shaped in such a way that would incentivize wanderlust and make you wonder what was behind them, along with constant landmarks positioned along the way that made you stray from the main path.

This design marvel caused inadvertedly one of the main problems of the game, which is that at the end of every quest, landmark or curiosity that incentivized said exploration there was ALWAYS either some kind or weapon, a trinket, or a shrine (and very rarely bit-sized, inconsequential stories called memories), and therefore, the moment the player realizes this, most of their wanderlust can disappear because there is no wondering if you know what’s the surprise at the end. This was most likely caused because Nintendo felt that a more relevant story along with better written and more relevant side-quests could make the player feel constricted and less free, but, at least in my experience in, say, Fallout New Vegas, more interesting stories make me want to engage more profoundly with the word and provide with a more rewarding satisfaction than any material in-game reward.

But then again, this, along with the exceedingly simple breakable weapons system, the horrid combat and the dumb-as-bricks shrine puzzles were the imperfect solutions nintendo arrived to while trying to make exploration feel great. And, in my opinion? They absolutely succeeded. Despite my many complaints about it, I can’t deny that I enjoyed every single one of the +200 hours I spent between two different playthroughs of BOTW.

I think it’s precisely because of my enjoyment of BOTW that I have found TOTK to be so unappealing to me, and why I have struggled to finish it despite having “only” played 45 hours, far less than any of my BOTW playthroughs.
My disappointment with TOTK could be reduced to the fact that it not only has refused to learn from the mistakes of its predecesor, but has actively worsened in some aspects.
Why implement Fuse if you are gonna keep the combat as orthopedic as in the first game, and most people won’t take advantage of the synergies between certain materials and will simple fuse two weapons for higher damage?
Why implement Ultrahand (an admittedly quite impressive ability, and, according to the game designers in my timeline, an absolute marvel of programming) if you are gonna keep puzzles both in and outside of shrines as simple and open as the first game, making brute-forcing your way through like an idiot an option.
Why implement Recall if you are barely gonna find situations where it’s useful (at least in my experience)
Why implement Ascend if you are going to trademark it FUCK YOU NINTENDO.
(I won’t talk about Autobuild because I forgot I had one power left to acquire and I couldn’t be bothered to explore the depths more)
I won’t say these abilities are bad, only that they bring to the surface problems the game carried over from BOTW and that it has not tried to fix in the at least six (6!!!!) years it’s been in development.

Now, I will absolutely say that the sage abilities and the world design have worsened enormously from the previous game.
In BOTW, each champion ability you acquired, regardless of the order you got them, made you feel much more powerful and competent than before. In TOTK you have two absolutely useless abilities, one that is a severely handicapped version of urbosa’s fury, and a wind burst that is pretty useful but still feels somewhat limited; and you better get the wind one first if you don’t want to get your time wasted.

And now, the cardinal sin of TOTK, the world design.
Hyrule has been butchered, not only by ganondorf but by the designers too. You are no longer required to interact and engage with the world, you no longer need to arduously cross the landscape to reach a new goal, confronting not only the dangers on the way, but the hostility of nature too.
Hyrule has been stripped of agency and reduced to a land whose only purpose is to endure the whims of the player. Whereas in BOTW hyrule was a dangerous place you had to explore on its own terms, aided by things like revali’s gale or the towers, in TOTK you can ignore everything, get yeeted to the sky by a tower and simply fly wherever you want.
It also doesn’t help that most of the map is the same as in BOTW with some minor variations and that the new zones, the sky islands and the depths, are so visually samey and, to me, kinda boring that they feel more like an addition for content’s sake than an worthwhile incorporation. In fact, I explored so little of the depths because I found them visually boring, and the gloom and absolute darkness such a pain in the ass, that I won’t say definitively that it’s filler.


Every Zelda game I can think of has tried to change and distinguish itself from other entries in an effort to be unique and worth playing. I didn’t finish Majora’s Mask (a mistake I will soon fix), but from the ten hours or so I played I could tell Nintendo didn’t try to simply replicate the success of Ocarina of Time, instead choosing a far darker tone and more unique design philosophy, making an independent experience from OoT.

TOTK biggest mistake is that it tries to one-up BOTW in every aspect, opening itself to far more criticism and comparisons in the process and making it an experience that, at least in my opinion, is not worth your time if you have already played BOTW.


Finally, Tears of a Kingdom, I thank you for making me appreciate more everything groundbreaking Breath of the wild did, and I damn you for making me be so much more conscious about its many problems that I can no longer consider it one of my favorite games ever.



I'll admit I might be nostalgia blind with this one. Sonic Unleashed was the first ever videogame I ever saw. I didn't get to play it but little 5 year old me was hooked on the story and how fun the game looked. And well years later here I am finally playing it.

To say Sonic Unleashed met my expectations and THEN some would be an understatement. The daytime stages are genuinely some of the most fun I've ever had in a videogame, getting a good S rank run or pb is one of the most satisfying things I've experienced in recent years. Stages like Rooftop Run, Cool Edge, or Jungle Joyride never fail to get my blood pumping. Every daystage will put your reaction speed and memorization to the test and finally putting it all together for a good run is super rewarding. Anyways time to talk about the werehog!!!

Honest to god the werehog isn't too bad. Don't get me wrong the DMC fan in me is dying slowly about the combat. All I can say is that it's kinda okay to maybe decent if you just hyper focus upgrading combat and strength, there's also quick time events that look kinda cool that I'm pretty sure is an instakill against enemies. The werehog also has a focus on platforming. I think the platforming is pretty fun but it's by no means remarkable. They're like all 20-30 minutes if you actually participate in the combat sections but if you REALLY hate werehog you can like skip 90% of them and just shove chilidogs down sonic's gullet to make up for the lack of exp.

Should probably talk about medals. They honestly aren't too bad. I played all the night stages looking out for all of them and barely had to replay night stages as a result. If you keep an eye out for them then you'll have enough to get to the next stage, I spent way more time replaying day stages during my play through than I did playing werehog stages in general. During this I accidentally got like most of the medals available in the day stages.

Anyways in conclusion I really love this game and I'm super glad it met 5 year old me's expectations of peak gameplay. I totally get if you dislike this game but for me? This is one of the best games I've ever played.

mfs will really say this is just zelda bad piggies as if that's a bad thing

I want to play this game because I wish japanese people were real

that chef saltbaker fella got me feelin like ✋😩