1120 reviews liked by AlphaOne2

Wow, the first video game.
You launch a projectile and you see if you can hit three planes/boats with it, it's a pretty sophisticated game for being made not too long after World War 2. Pretty neat game.
Shame there's not much replayability, but the novelty of being the first videogame is nice.

Colorblindness Rating: A+
You see, there is brilliance in simplicity. The fact that every plane/boat is a different color (red, yellow, grey) means that you cannot possibly confuse your target's color because they are all incredibly distinct. Bravo Thomas T. Goldsmith Jr, you made the first videogame pretty damn accessible for the colorblind.


I have now gotten 100% completion on Super Mario Bros. Wonder. Twice.

I’m obviously a huge Mario fan (my profile pic literally used to be me wearing a Mario costume), yet when I saw the trailer for Wonder, I wasn’t sure what to expect. I obviously knew it’d be good, but how good? Would it live up to the high standards of Super Mario Bros. 3 and Super Mario World, or would it just be another fun, yet generic 2D platformer that I play once, enjoy, and promptly forget about?

The answer is neither: it surpassed my expectations and is now my favorite 2D Mario game.

Let’s start with the negatives. The Search Party levels suck. While, yes, they’re better if you play online, I don’t have access to the internet on my Switch in college, meaning that I had to blindly jump around and look for invisible blocks. It’s just a profoundly stupid idea that’s frustrating for people who play offline. Then there’s the boss fights, which— aside from the final boss— are all just Bowser Jr. with the same attack pattern from the first New Super Mario Bros. game. The Wonder Flower is used to mix up the environment, but it’s still stupidly simple, easy, and disappointing. It’s especially bizarre since Kamek is in this game, yet he’s never fought once and only exists to summon the Airship levels. I mean, this is Kamek we’re talking about; he could easily use the Wonder Flowers to cast spells and create bizarre, unexpected bosses like in Yoshi’s Island, but he’s nothing but an evil NPC.

What makes the bosses so disappointing is that the rest of the game is PHENOMENAL and bursting at the seams with creativity.

So many new level types and ideas are introduced, iterated on, and taken to their fullest potential. Hippos that you can bounce on, singing Piranha Plants, cannon-blasting battleships, an explorable world map, and much, much more. The level design often feels reminiscent of the Donkey Kong Country games, with each one introducing a new gimmick, escalating the difficulty, combining it with the another gimmick, and climaxing with a set piece provided by the Wonder Flower. Of course, this game is leagues easier than any of the DKC games, but that’s perfectly okay; I play Mario for fun, not for challenge.

Speaking of the Wonder Flowers… holy shit. The sheer number of creative ideas they’re used for is staggering. It might mess with the flow of time, turn the entire stage into a musical number, allow you to swim in lava, have you ride an ancient dragon, fling you up into the depths of space, and loads more that I wouldn’t dare spoil. You never know what to expect, and damn near all of them are creative and fun as hell.

The visuals are pure eye candy. This might be my favorite design for Mario of all time, to the point that I actually preferred playing as him over any other character simply because of how great he looks. He’s so lively and expressive with his big ol’ eyes, goofy smile, and determined glare. I also really liked Daisy’s design, but I’m not entirely sure why, since she doesn’t look much different other than being a little shorter. Aside from the characters, though, the level assets and backgrounds are extraordinarily colorful and polished; this and Tears of the Kingdom are pushing the Switch to its absolute limit in terms of graphical capability, and it makes me excited to see what these series will look like on Nintendo’s next console.

The music is great, as you’d expect, blending whimsy with some epic riffs and beautifully incomprehensible musical numbers. The voices of all the characters sound great, too. The new voice actor for Mario and Luigi slides right into the roles and proves to be a more than worth successor to Charles Martinet, injecting new life into the Bros. without straying too far from Martinet’s iconic energy. The new voice actor for Daisy (who I learned is nonbinary, which, combined with the logo’s 🏳️‍⚧️ color scheme, further fuels the idea that this is “The Trans Mario Game™️”) is less grating, but fittingly energetic for the princess, allowing me to freely play as her without being irritated by the sound of her screeching “HI, I’M DAISY!” every five seconds. Here, she just sounds like a normal, yet bubbly, person, who fits right alongside Mario and Luigi’s frenetic enthusiasm and works as contrasts to Peach’s more subdued and elegant persona.

Oh, also, there are more playable characters than ever before. You’ve got Mario, Luigi, Peach, Daisy, three Toads (including Toadette), four Yoshis, and Nabbit. That’s a whopping 12 playable characters, and with the introduction of the Badge system from the RPG spin-offs, you can customize them however you see fit. Unfortunately, the Yoshi’s and Nabbit don’t take damage, serving as the “easy” mode for younger players. Yoshi mitigates this by having substantial knock-back and an inability to use power-ups. Nabbit, on the other hand, has no knock-back, and while he also can’t pick up power-ups, the fact that it’s almost impossible to die as him turns me choosing him into a rare occurrence. That kinda sucks, since Nabbit is one of the cutest and most interesting things to come out of the New Supe series, but I think playable Daisy is a fair trade-off.

The story is very basic, but the finer details make it stand out. On the surface, it’s simple: Bowser has taken over the Flower Kingdom (the neighbors of the Mushroom Kingdom), Mario reacted too late to stop him, and now all of the heroes (and anti-heroes, in Nabbit’s case) band together with the cute lil’ Prince Florian to take him down. However, the game does a great job with worldbuilding, making the Flower Kingdom feel unique; they have their own, distinct biomes like the Fungi Mines and Shining Falls, their own people in the form of the Poplins, and the Wonder Flowers, which make everything start tweaking in the best way possible. On top of all that, Bowser is pretty badass here, since his plan is to brainwash the entire universe using the power of the Wonder Flower to turn himself into a giant castle and play magic rock music to create a never-ending rave. Oh, and his final boss is literally him and Mario facing off during a rock concert. That’s so fucking awesome, I love Bowser so much.

So yeah, while Super Mario Bros. Wonder isn’t perfect… it still lives up to its title by being a wonderful departure from the 2D Mario formula with wondrous new mechanics that will fill players with an unparalleled sense of wonder that hasn’t been seen since Galaxy 2. It’s wonderful!

Is this the best Fallout game? No. Is it my favourite? No. But man is it fun. All that useless Bethesda junk and clutter finally has a use making every little pickupable item in the game worth something more than a couple of caps. The gun/armour and settlement system add a ton of depth to not only the game but also your character, are you a more lone ranger kind of survivor relying on stealth and range. then maybe you want a small shack to live in on your own. Or do you prefer your guns big and loud just like your characters personality, then start your own town complete with Vendors and farms.

Sure the main story and yes, no, not yet, and yes with more info system might not be the best but thats one part of a big game with some great build variety and an amazing world to explore. Think of this less of a super indepth RPG but more of a lootershooter with choices, and you'll have a great time.

First and foremost, I would not recommend that you get this game on Switch in its current state (as of May 2024). Second, I will be reviewing this game as if it didn't have infuriating performance issues basically the whole time, because if I considered those in my rating it'd be like a 3 at best and that wouldn't be an accurate representation of the game as a whole. It looks and plays so much better on PC.

Another Crab's Treasure has a lot of charm and is pretty funny both in its writing and its mechanics. For example, the XP system is Microplastics, the magic is called Umami and the skill point system to power it is called MSG. Cleverly silly stuff.

Gameplay ★★★★
ACT takes inspiration from all of the Soulsborne games in part. There is a grapple mechanic, parry, and stagger bar like in Sekiro, there is revenge healing like in Bloodborne (for your shell durability at least), and the whole game is structured like Souls games from the healing items, losing your XP (Microplastics), bonfire-like checkpoints (Snail Shells), and well-crafted level design with lots of shortcuts to unlock.

Combat is pretty simple with only one weapon to use and a four-hit combo, with the last hit being the most damaging to both HP and stagger meter. For some reason some basic mechanics are locked behind ability upgrades, like the parry and a plunging attack. There is a small amount of variety with your fighting style in the form of two equipable items, one that makes your attacks slower but more powerful, and one that makes them quicker but less powerful, and another skill that allows you to attach a shell to your weapon to turn it into a slow hammer attack. I like this mechanic and found myself using it pretty frequently which was interesting because I typically hate slow weapons in soulslikes.

The shells are the best part of the game. Equipping a shell gives you an extra health bar above your own, reduces the damage you take even when not blocking, and also gives you access to a spell. Shells have different durabilities and weights and they're all over the place so you will have plenty of opportunities to try different ones, especially when the break in the middle of a boss fight and you have to just quickly pick up whichever one you can scamper to the fastest.

Story ★★★
The story is an effective "reluctant adventurer" tale that forces the protagonist, Krill, to interact, help, and get help from a cast of well-written, if two dimensional, characters.

Characters ★★★
Though none of the characters are particularly memorable they work just fine to be what they need to be in the story. They move the plot along and provide bits of humor here and there but are not spectacular in any way, but I don't think they need to be or were trying to be.

Art Direction and Level Design ★★★★
The levels are incredibly clever in their use of trash and human-made litter making up everything and having it all make sense in most cases. You grapple to fish hooks, climb on fishing nets stuck to rocks, and navigate floating platforms made of cardboard and clouds of shaving cream. NPC houses are made from cardboard, bottles, or planters. Very effective ideas.

Music ★★★
The music was really quite strange. It was definitely meant to just be in the background, as there were no stand-out tracks. But beyond that, I just found it to be incredibly strange. I don't really know what they were going for. Weird rhythms, weird instrumentations, weird silence in between tracks. None of it was bad but it was definitely odd.

I really wish I'd played this on PC instead of Switch because the videos I've seen of it there are so much better. I think it could have been a true 4+ star experience. I give it 4 stars even though the performance sucked because, even though I was constantly mad because of clipping, or lag, or frame rate drops, I still wanted to keep playing. And if the game is designed well enough that I want to keep playing it while its performance is trying to get me to quit, well, I think that means it must be a pretty great game.

So like I know the original Octopath isn’t particularly beloved among the big RPGheads on Backloggd and while I do kind of get it due to it having some pretty significant flaws, I still liked it a lot. I mean you can read it, it’s not like I went too deep into it but my opinion was pretty positive! The weird way the travel banters were handled kinda messed with the characters feeling connected at all and while I do think the way everything was connected was pretty neat it felt kinda underbaked and the way you figure it out is kind of bullshit. It was a pretty good foundation to me, though; I enjoyed the gameplay and the individual characters and their stories a whole lot, the game looked great, and the OST fucked. I wasn’t sure if it would ever get a sequel, but I’d kind of hoped for one.

Then they announced a sequel with a cool new setting featuring like, desert Chinajapan and a cowboy and some smarmy-looking white haired pretty boy cleric and a furry and I was SO stoked. Octopath II doing the Final Fantasy thing with a different setting every game is extremely good to me, and it basically polished everything I enjoyed about the first game while addressing the problems I did have with it and adding some fun new stuff! I wouldn’t say it’s a perfect improvement, mind; the way that the different storylines are handled could theoretically still mess with the pacing a bit, and I did want a little more than just four Crossed Paths storylines.

However, man, just having all the travel banters accessible in the journal after you finish a chapter instead of just hoping you have the right party composition to activate the banters fucks, and I think it was pretty cool how a lot of the characters had split chapters that you could approach in any order (even if the recommended levels made some orders pretty, uh, obvious). I also really enjoyed all the storylines! There was a nice balance of fun, more lighthearted storylines and The Horrors. And, uh, barely anything in between. Like, I laughed a lot, I cried a lot, I was impressed by just how many characters were just, like, super gay? Like, damn. You got wholesome yuri. You got toxic yuri. You got useless lesbians. You got tragic yuri. You got old man yaoi. You’ve got a BL scenario where a straightlaced young knight must choose between his childhood friend and the obnoxious white haired pretty boy who keeps teasing him. You’ve got the most deranged heterosexuals on the planet. It’s great.

Anyway while I loved the first game’s cast, this game’s cast is, like, so excellent, and the party chats are real treasures. The more serious-seeming characters like Castti and Osvald have some of the funniest shit in the game, and I really love the friendships that develop like the one between master thief Throne and her gay best friend Church Detective Temenos. (btw starting with temenos was great, but every character gets to shine and i’m sure some alternate starter character decisions would have produced some truly wild scenarios, particularly once you’ve completed every character’s storyline and encountered The Thing That Comes After…) It’s like, the difference between sensibly enjoying the first game and wanting to grab the second game with my teeth and shake it around like an excited dog with their very favorite toy.

Anyway while I… think I might still prefer some specific tracks for specific scenarios in the first game, the music still rules, and the boss sprites are somehow even better than in the first game? They all have at least one unique animation to go along with a special attack, which makes them feel even more special. But god damn some of them are wild. Some of the things that happen are wild. I just kind of stared in horror through one of the most fucked up cutscenes in the game and the battle starts and I see this guy posed like a Renaissance statue with his big fat titties out for all to see and I just start laughing about how I want to cover Ochette’s innocent eyes (she’s like 20 so she’s probably had sex ed from her lion dad but she wasn’t really paying attention because she was busy thinking about lunch).

But what is an RPG without the battle system? God it feels good, though. Like I love turn-based RPGs but I have rarely found a gameplay element in a menu-based RPG that has the feel of breaking enemies in the Octopath games. Like the sound effect, the vibration from the controller, the slowdown… it just feels REAL fuckin good, dude. It’s pure dopamine. I liked that the first game ensured every character felt unique to a certain extent because they had one “base” class that they would always have access to and then you’d assign them a secondary class on top of that, and Octopath II keeps that system. However, it further gives every character their own Latent Power which gives them extra unique utility and sort of functions as a limit break, and I truly love that. It’s great.

The new secret classes are also pretty fun, with the added quirk that two of them require doing sidequests to unlock all their skills rather than requiring job points. I ended up using a guide to figure those out, which I haven’t really been big on doing but the game is chunky enough that I don’t really consider it to be cheating for me… also the improvements to the base classes! The hunter character went from having a talent that honestly kind of sucked to one that is honestly kind of OP? Ochette can use monsters as often as she wants, gets several permanent bonus monsters that have Big Limit Break Summon potential, and whenever you want to add a better monster to your roster you turn the old one into an item? It’s great!

Speaking of said items, the day/night system and the impact it has on path actions is pretty neat. It feels like they’ve kind of divided each action into four categories: percentage based, combat based, level based, and resource based. So, for example, to get items from NPCs, you have a percentage based chance of stealing them with Throne, a level based means of… I guess busking for them with Agnea, a resource-based means of buying them with Partitio, and a combat-based means of mugging them with Osvald. It’s neat! Some options feel obviously better than others, but I don’t know, I kind of liked them for the roleplay opportunities. It was fun to try and figure out a NPC’s moral character with Castti or Hikari’s inquiry-related skills so I could determine whether I wanted to pay them money for their items or if I just wanted to rob them blind. Sometimes you just want to play the moral arbiter of things, you know?

Anyway in conclusion this game rules, it was released at an unfortunate time so I hope it sold okay, I want Octopath III. I love what the Octopath team has been cooking and I hope they get to do even more in the years to come.

"Peter, what are you playing?"


"Peter, what the fu-"

I don’t know what’s with Game Boy platformers having random shoot ‘em up sections but I’m all for it, nothing like seeing my favorite plumber commit aerial manslaughter against some octopuses and a literal cloud!

It’s pretty interesting how despite the Mario series being pretty off the wall setting wise when you really think about it, Super Mario Land sticks out by being even weirder somehow, and I mean that as the biggest compliment it can be. A result that could only come from the combination of the lack of the series prominent director and the Game Boy’s own particularities, this game kinda fascinates simply because of the fact it exists at it is, and that no game would really rival it in that regard ever since… maybe Mario Land 2 and Odyssey but I digress.

Sarasaland has the madness of the Mario world and mixes it with UFOs and aliens, the aforementioned shoot ‘em up sections in the sky and underwater, Koopas that explode and Zombies that cannot be killed, and worlds that, instead of being based around a theme like forest or ice, are just the Easter Island or Chinese bamboo forests. The insanity of the new concepts that it brings and the spin it puts into older ones and how fast the adventure goes by makes this what’s probably the most surreal game in the series; a game that makes of the incositencies its greatest strength, and makes for some memorable moments, and I’m pretty fond of it for that reason alone honestly…

BUT aside from that, this isn’t that great, sadly…

It has some other amazing elements, like the music which is kinda fire, the Underground/Temple theme is probably one of my favorite songs in the series and the Overworld and Muda Kingdom ones aren’t that far behind, but aside from that and the whole creativeness of these four worlds… this is kind of whatever. It has some cool ideas like the upper final door in each level that leads to the bonus game and the fireball changing into the superball —which is a pretty funny name change in all seruiousness—, but both have things like that irk me, like how the former only plays into action on repeated playthrough and some can be a pain in the ass to reach, and the latter being a pretty obvious downgrade when you really consider it; I understand the change was probably made for performance reasons, but being able to shoot only one ball this imprecise in levels this maze-like… isn’t great or satisfying, to put it nicely.

And when it comes to the levels themselves…. They sure are levels! As I said, I like some moments and sections, but in general terms, this is pretty middling at best; some parts of levels repeat not in other levels of the same world, but within the same level, and while creating multiple possible paths to traverse is a great way to compensate to being unable to create genuinely interesting obstacles in paper, they never do anything cool with it aside of finding the fastest way to beat it.

The movement isn’t the best and can be frustrating at times, the bosses sure do exist… aside of the excellent ideas and originality at display, this isn’t anything more than a serviceable, kinda clunky portable Mario game… which hey, not bad for its first go!

It’s fine, it’s decent, I can see why some people love it, I can see why some others dislike it; it’s a pretty impressive feat and a showing of how different creative visions and hardware can loead to extremely interesting results, and has a ton of historic value, but aside from that, I had a decent time with it and that’s about it.

This being the first appearance of Daisy and Tatanga is pretty rad tho, sad that the little guy didn’t show up in more games than he did, he was pretty cool me thinks…

Make way bisexuals, this one is for bisexuals!

to start off, i think i wouldn’t be doing my due diligence if i didn’t mention the fact that i do have some nostalgia for this game, specifically for the original N64 version. even though i was born after the original came out, it was still a formative part of my childhood. i have many memories playing OOT on the N64 at my grandparents’ house with my sister, and even though i never got very far at that time (i was bad), it was still very special to me. fast forward some years, and i did finally beat OOT on Wii Virtual Console with my sister. i've loved zelda games in general for basically my whole life. i was link for halloween twice. i have a vivid memory of when i whistled the song of storms at my sister’s baseball game and it actually started raining. i was like 8, and i had to convince myself i didn't have magic powers of some sort. needless to say, this game and this franchise is immensely important to me.

yeah, this game still fucks (original thought is dead!!! long live original thought!!!). to be fair, i have watched so many goddamn randomizers of the original game, so it’s not like i was returning to a world long forgotten by my little decrepit 20-something mind, but still. fucks.

obviously, the biggest points to make about this game come from what’s new and fresh in the remake. i would not classify myself as anywhere near being an fps snob, but 20 fps on the N64 version is a little distractingly low frequently. the 3DS runs this game at a stable 30 fps for basically the entirety of the game; i only noticed some slight performance issues when an extreme number of particles/ pickups were on screen. the visuals are updated, yet still feel pretty faithful to the overall style of the game. there’s some texture changes here and there, and some things look drastically different, such as adult link’s face, but it’s not a complete rewrite of the ‘look’ of OOT. the dual screen of the 3DS does some WORK for this game. you have the on-screen minimap up top still, but you can also see the world and dungeon map on the bottom screen while everything else is happening, which makes navigating dungeons so much more friendly. on N64, you’d normally only have 3 C-buttons to bind items to, but here you have the X and Y buttons, as well as two “I” and “II” buttons that you can also map items to. additionally, there's a dedicated ocarina button, essentially freeing up yet another slot due to how frequently it's used. even though it does still pause the action to interact with your equipment screen, getting in and out is sooo much more fluid than it ever was on N64. items can fit into any slot on the items screen, which is kinda nice so you can organize them how you want, but it also ends up becoming incredibly cluttered extremely fast, as you swap out items and they end up in different spots than you may have originally intended. personally, i would rather have discrete, locked, item slots in your inventory so you can just use muscle memory to tap and select, but this is an extremely minor nitpick. gyro controls are here, and man are they welcomed. usually it feels a little clunky to aim with just the stick on N64, but gyro lets you fine tune your aim that makes sections such as horseback bow+arrow so much more comfortable.

the ocarina has got to be one of the coolest items in any game i’ve played. yeah, it’s a neat idea to have a little instrument with magical properties that can do things from making it rain, to changing the time of day, to warping you across the world, but the implementation is absolutely ingenious. it’s actually absurd how Koji Kondo was able to write insanely iconic themes that are all limited to begin with the same selection of 6 notes you can play on the ocarina. i always get chills learning new songs. Zelda’s Lullaby, Saria’s Song, the Song of Time, Song of Storms, i could go on and on. they’re all so distinct and memorable. it would have been trivial to have the functionality of the ocarina be subjugated to selecting a song to play on a menu, but no, they make you play the notes yourself. granted, you’re not playing the full song, as that’s out of the range you’re given, but you are still the one playing the notes that launch into the performance. when i was younger, i even had a little 6-hole sweet potato Ocarina of Time that i would constantly play little tunes from the game on. it’s so fuckn neat, it’s only right that the game gets its name after it.

one thing i absolutely adore about 3D zelda titles is how discrete their worlds and items are. while the following RPG mechanics are certainly not inherently bad qualities to have in a game, there’s no leveling up or XP or an excess of only slightly different weapons stats-wise. instead, there’s hard, discrete lines drawn in the sand of the game design. you don’t have 242 HP or something, you have an integer number of heart containers evenly divided into quarters. 4 heart pieces make a whole. there’s not 20 different pieces of armor, there’s three distinct tunics. same for swords. same for boots. you could say: hey, why would i not want more equipment in my game? to me, the answer is intentionality and milestones. when you get anything new, be it a dungeon item, or a heart container, or a new song, it feels significant. also, you immediately start thinking, oh shit, what else could i do with bombs? didn’t i see some cracked rocks in that one area? im about to blow type-shit, truly.

dungeon-talk speed round!!! (some spoilers for dungeons and bosses, my friend)
- inside the deku tree? yeah, i guess you could say i’m inside the deku tree. great intro dungeon that gets you accustomed to the structure of a 3D zelda dungeon without overwhelming you with ANY small keys or a complex dungeon map. Gohma is a spider that’s also shaped kinda like a hand, and i think i’ll cheers to that.
- dodongo’s cavern? boom. now we start getting more use out of the new dungeon item we’re graced with. king dodongo absolutely ate that shit.
- inside jabu-jabu’s belly? this place looks fucking disgusting, and also you have to carry a wet child-princess with you. i actually think it’s fine?? Barinade is honestly pretty neat and one of the most fun bosses in the game to me.
- forest temple? poe noe! those ghouls took the fucking flames on the elevator! however will we get to the boss now?
> the fairy bow:
phantom ganon is an aesthetically amazing fight, and i love the callback to deflecting orbs at Agahnim that gets intensified against the real ganondorf
- fire temple? rock guys in jail :(. hammmerrrr. gyro aim does some real work here because you can turn Volvagia into a pin cushion with the bow. unfortunately this strat does not work well on an airplane because usually they hate it when you turn in your seat and 3DS (verb) the face of the person next to you.
- ice cavern.
- water temple? THIS ONE IS MY FAVORITE /gen I LOVE WATER TEMPLE HOLY SHIT!!! it fucking chugs in the original N64 version, but here? we got better indications of the water levels post-lullaby. we got iron boots that aren’t on the gear screen, but are X,Y,I,II equippable. it’s actually sooo fun. i am a complete and utter FOOL for multi-state dungeons in zelda-like games. Morpha: water tentacle? poke him in the corner :). poke poke poke.
- bottom of the well.
- shadow temple? pretty fun and inventive uses for the lens of truth. also you can put on slippy shoes. I LOVE HAND-BASED BOSSES LIKE,, gosh and also he’s literally playing the bongo, and he name is the bongo, but two of them two of them.
- spirit temple,,, 🤤. pretty neat. Twinrova is honestly a super neat concept for the boss, but waiting for good rng on the final phase is bleh.
- gerudo training ground :O
- ganon’s castle? yeah so uhm,, you do a bunch of little ‘trials’ i think they’re called. wait a damn minute… trials? like,, like from MST aka medallions, stones, trials?? holy shit, that’s kinda a deep pull from Nintendo, referencing an extremely niche internet community. guess who got they goron tunic eated by a fucking like like in the shadow trial that then also voided out, causing the room to reload and the voracious garb gobbler to no longer possess their crimson vesture? twas i. and yes, this is the worst thing to ever happen to anyone. ganon’t.

while i don’t think this one has the best characters, nor story, nor dialogue, we have some quite fun inclusions. we got: evil maya fey, :3, sark, and this motherfucker is eating beans (!) ok but seriously Sheik is a banger character with a banger theme. so badass. Link’s sword flourishes also go hard. not as hard as they would later go in Twilight Princess, but OOT was ground zero for those sick moves of his.

it’s extremely nice that the map indicates whether or not you have all of the gold skulltulas in a region or dungeon, but i wish it was a little bit more specific sometimes. for example, the world map will display “Market” as one of the visitable locations, but the tracker for the gold skulltulas actually includes the path to hyrule castle as well. so, if you’re looking in hyrule castle town at night for gold skulltulas, your ass is looking in the wrong place!! also, even though the shard of agony is a very welcome inclusion that’s more accessible than the rumble-pak-requiring stone of agony on N64, it is still only helpful if you actually know where to walk around to look for grottos. also, i can understand wanting to not lock an item with utility behind the full 100 gold skulltulas, but ‘infinite money’ is really just not interesting. rupees are so useless–especially by that point in the game–that i would honestly rather just have a unique do-nothing item on the gear screen a-la Hestu’s gift.

there’s also a new ‘hint’ system of sorts through a Sheikah Stone outside of your house as a child and the temple of time, but i didn’t use it. hopefully it helps figure out some slightly more obscure parts of the game!

also new to the game is a “boss challenge” mode, which lets you refight any of the bosses up through Twinrova. it’s a cool addition, i suppose, but i don’t super care. there’s also a Gauntlet that you unlock after winning all the refights, which acts as a boss rush sorta mode where you can pick between two chests with some random items after each boss and have persistent health and ammo, but i didn’t find it to be too interesting either. still, i think it’s a fairly neat idea to include. some of the items that you can get from the chests are absolutely laughable though. like yeah thanks for giving me the giant’s knife, game. if you’re gonna have a time-attack boss rush mode, it’s a little annoying to also have to pray for good rng with your loot on top of Twinrova.

overall, i’m really glad that i replayed this game and finally got 100% completion. this is the longest review i’ve written for this website, and i’m afraid it’s a little bit messy and not friendly to read, but hey, we just be trying shit out. this is a real special game for a lot of people for a reason, and i’ve really gotta get around to playing majora’s mask all the way through one of these days. it’s unfortunate that the MM 3DS remake seems to make a lot of ‘unnecessary’ changes that i’m not well versed on, but i will trust the fans of the OG.

If you don't have rotted tiktok brain with 0 attention span and patience, this will be one of the best and most unique games you will ever play, which is insane considering its production value.