466 Reviews liked by CoreyLand64


The game is simply not functional. As much as I want to like it if if the game speed is tied to FPS and the game goes hovers between 4 to 20 fps on the official console, I simply can't enjoy it.

This review contains spoilers

Breath of the Wild was a game I loved and I’m still very fond of. I think its weaknesses are pretty clear-cut and acknowledged by a lot of people, but the reason I still hold it in high regard is because of how cohesive it felt. Without sounding too corny or sycophantic, for a Nintendo who (especially at the time) were increasingly attached to an image of coddling and handholding, a Zelda game starting with the objective to “destroy Ganon” and declaring everything else to be optional felt like an important statement, it felt like a shift away from the streamlined, prescribed experiences of Twilight Princess and Skyward Sword and toward a vision of natural discovery, which landed for me because of how much it felt like the game was constructed around it: A breathing, living world, the sound of nature and the swaying of trees, puzzles revolving around non-discrete physics and grounded temperatures, world design intended to accentuate the simple desire to climb on top of things and jump off them, looking at something in the distance and thinking “I want to go there”. They were so committed to this vision that they abandoned the heroic, melodic field themes of the past in favour of something restrained, which was guaranteed to piss some people off. I’m under no illusion that Breath of the Wild was a perfect game, in fact, its an extremely flawed one, but as my tastes in games have aged and (hopefully) matured I’ve come to value thematic completeness over "content" more and more, which Breath of the Wild achieved, despite its flaws.

Make no mistake, Breath of the Wild had a lot of flaws. Arguably outside of that core experience of free exploration, it was a game composed almost entirely of flaws. This seemed to be common knowledge for everyone but Nintendo, who saw the praise and thought it would be sufficient to replicate its core systems verbatim. I think if you asked someone what their wishlist for a BotW 2 would have been, practically nobody would have imagined what Tears of the Kingdom actually ended up actually being: More Koroks? Identical combat? More shrines? Cooking and healing unchanged? Clothing and inventory slots unchanged? Weapon durability? Still no traditional length dungeons? I don’t think many people would ask for that. This isn’t to say that Tears of the Kingdom has improved nothing: Enemy variety is significantly better here and the world in general is much denser and has more to discover - the Elden Ring influence being obvious in the depths and caves. Bosses are also much better and even have multiple ways to defeat them, bringing them in line with the freedom on offer in the rest of the puzzles. These things were “asked for” and they’re good, but they’re very much “more of the same”.

I think the most emphatic success of the game is the new powers. In BotW, powers were rarely useful outside of the shrines that required them, whereas here so much of the experience is curated for them. Caves and ascend create this beautiful continuous flow where exploration never comes to an arbitrary stopping point, and rewind feels like it perfectly accompanies ultrahand as well as being a general programming marvel. Fuse is the one I’m most sceptical of. Doubling down on weapon durability - a mechanic which was almost universally complained about in BotW - is a design decision I respect on paper, but I feel in practice it serves to make a lot of the weapons more interchangeable. If the majority of weapon attack power comes from fused monster parts, then the base weapon barely matters, meaning getting a weapon in a chest is just as shrug-worthy as it was in BotW. That this system hasn’t been fixed by fuse is evident in the late-game, which has the identical problem to BotW in that you have so many weapon slots and so many equally good weapons that each individual weapon becomes meaningless. Ultrahand, however, is easily the star of the show and feels like this inexhaustible source of hijinks which the whole game is constructed to support.

One of my favourite reviews on this website by nrmac, a review I think about frequently, talks about how a lot of great art wasn’t “asked for”. I don’t think this game in general fits that bill but ultrahand feels like it does; something great that nobody asked for. In concept, it feels like a perfect elaboration of the ideas in BotW - drawing attention to the environment as a source of problem-solving and furthering the theme of freedom, the new crystal-fetching shrines that were integrated into the world ended up being consistently my favourites for how they encouraged building hilariously dumb contraptions. At the same time, I do have a problem with ultrahand. It seems likely to me that ultrahand is a mechanic designed with the Twitter clip in mind, something aimed toward the potential limits of play rather than the average situation. I say this because throughout the entire game I only really needed to build about 3 different things to solve these problems: Fanplanes for long horizontal distances, hot air balloons for long vertical distances, “thing with rocket” for everything in-between. Granted, I had fun building these things, it didn’t get old, but it never felt like the game coaxed me into the complex depths of this mechanic, something which the shrines should have done. This is evident in the frequently ignored building materials that litter Hyrule’s roadsides, which might be fun to build with but never actually time-efficient, why build a car when you can just fast-travel?

This creeps into one of my biggest problems with TotK. Not the shrines alone but their connection to the new verticality offered by the floating islands. The paraglider in BotW was a tool that risked breaking a lot of the experience by allowing the player to traverse great distances with little effort, but it was rationed and balanced by high places being a goal. There was this flow to exploration where mountains would invite you to climb them, then once at the top you could paraglide to anywhere you could see, it was core to the exploratory loop. In TotK, however, verticality is cheap, not only because every tower catapults you so far into the sky, but by how you can just fast-travel to a floating island and paraglide wherever you please. This greatly exacerbates the problem that shrines pose. Shrines were disappointing in BotW not just because they offered lacklustre experiences, but because they were one of the only few things in the game which offered permanent rewards, as well as permanent progress in the form of fast-travel points, which put this awkward focus on them which they couldn’t live up to. It was a necessity imposed by this that shrines were obfuscated by the geometry. If it was possible to spot shrines easily, the whole game would just be about running from one shrine to the next, which would only further highlight their problems. In TotK, however, this essentially happened. I frequently found myself jumping off floating islands, paragliding to a shrine, then fast-travelling back to the floating island to jump off to another shrine. The majority of the shrines I completed were found this way. At the end of the game, my “Hero’s Path” was very frequently just straight lines toward shrines.

There’s this point in Matthewmatosis’ BotW video, (starting at 28:28, I recommend you watch these few minutes, it’s incredibly relevant to what I’m saying here.), about how free traversal isn’t actually what leads to memorable encounters. Personally, my most memorable moment from BotW was the path to Zora’s domain, which I did very early on and felt like something special. It’s telling that in TotK, a similar setup occurs with the path to the domain being blocked by mud, trying to encourage the player to find creative ways to clean up the path before them, but whereas in BotW I was forced down that path, in TotK I simply paraglided right into the domain from a nearby sky island, which I knew the location of anyway, and so its effect was completely nullified.

Here’s the moments in TotK which I loved the most and were memorable to me: The buildup to the Wind Temple, finding the entrance to the Korok forest, and the entire Mineru questline (the least spoiler-y way I can put it). I imagine the first of these will find general agreement as the best setpiece from either of these games, but the second, to me, was this amazing eureka moment where I finally figured out how to get there. But imagine for a second if you could just glide into the Korok forest from a sky island. Do this, and it illustrates my problem with the rest of the game.

A lot of this would be alleviated if shrines were better, but they are shockingly just as bad in the exact same way that BotW shrines were bad. The introductory shrines on the Great Sky Island are the same level of complexity as all the rest of the shrines, they mostly start off with an idea that’s “very simple” and iterate on it until it’s “simple”. Many solutions are just “use recall on a thing then jump on it”, or “build something incredibly rudimentary with parts that the game gives you anyway, making it obvious what the solution is”, or “use ascend on one (1) thing”. Practically every “combat training” shrine is insulting, even to the intelligence of young children, and every demeaning jingle that played when I did something incredibly easy had me questioning whether I was in Nintendo’s target age range anymore. While BotW’s premise of “freedom” seemed to be Nintendo letting go of their coddling tendencies, shrines were evidence that they couldn’t let go entirely. I was expecting the sequel, at the very least, to develop this part of the game, or at least skip the shrines dedicated to tutorialising basic mechanics, but it still has the problem that some tutorial shrines will be found dozens of hours into the game. Personally, I found a sneakstrike tutorial and bow-bullet-time tutorial over 30 hours into my game, which would not only be bad on its own, but considering the previous game made the same mistakes 6 years ago, it’s embarrassing. I’m sorry if you like these shrines but I fundamentally think they are a bad idea; a game about discovery and exploration is at odds with the aesthetic homogeneity they offer. It’s still possible to solve them in multiple ways, but when the solutions are this easy, why spend any time experimenting?

Intrinsic motivation was an important concept in BotW, but intrinsic motivation needs to work in conjunction with extrinsic motivation in order to be compelling. A player may wander in a certain direction out of the intrinsic desire to go towards something that looks interesting, and the game may reward them with a shrine, but if an extrinsic reward is easily accessible without doing anything intrinsically interesting, the only thing stopping the player from bypassing it is their own willpower and ability to curate their own experiences. I could build a big mecha car with laser beams on it and roll into a moblin camp to commit war crimes, but when I can jump from a sky island directly to four shrines in the same timeframe, it dramatically challenges the lengths I need to go to “find my own fun”; I could spend 30 minutes experimenting with the most hilarious way to break the solution to a shrine, but when the intended solutions take about 2 minutes, it gets to the point where only the most dedicated players can make the most of the experience (again, why I think this game is designed with the Twitter clip in mind). In short, the intrinsic and extrinsic parts of this game are out of sync with each-other, or to put it in another way, there’s too much freedom.

This is starting to sound incredibly negative, but to be clear, I do think this is a good game, but in many ways it has exacerbated the problems latent in BotW, when many many other problems it hasn’t iterated on at all. It’s easy to ask for “more stuff” in a sequel, but despite BotW’s relative lack of content, it still inspired a sense of wonder in me that lasted throughout the majority of the game, some of which is lost simply by knowing where things are. When I stumbled upon Zora’s domain in BotW, it was magical. When I paraglided my way there in TotK, it was expected. When I found my first dragon, or maze, or the blood moon rose for the first time in BotW, it was special. When I found these same things in TotK I was bitterly disappointed that they reused them.

The story makes this all even more disappointing. Stop me if you’ve heard this before: Link and Zelda have a fatal encounter with Ganon/dorf and some amount of time passes, Link, far into the future, travels around Hyrule enlisting the help of four champions/sages, a Rito, Gerudo, Zora and Goron, he finds the master sword, which Zelda had prepared in advance for him, and collects memories of the past which inform him of what happened. Finally, he travels into the interior/depths of Hyrule castle to confront Ganon/dorf, who turns into a beast and is ultimately defeated by Zelda and Link together in a mechanically dull cinematic final boss. Beneath the Zonai stuff, it's the exact same story, set in the same world.

It’s a good game, how could it not be? but during the marketing cycle, I was hoping it would be to BotW what Majora’s Mask was to Ocarina. Something that, despite using the same assets, offered a different experience and used its direct sequel status as an opportunity to tell a radically different story to the typical Zelda fare. This isn't a Majora's Mask, it’s a Twilight Princess, something with a superficially edgy veneer that ultimately struggles to find an identity distinct from the game it models itself on, something that feels "asked for", despite its parts that definitely weren't. I think I’m self-aware enough to realise that pontificating about the reception of a game is a waste of time, but given the glowing feedback this has received, I think we’re likely going to see the next Zelda game also retread the same ground, here’s hoping that once the new formula becomes stagnant again, we can see another Breath of the Wild, not in its flawed superficial mechanics, but in essence.

playing through it made me appreciate it so much more than before. its atmosphere, its level design, its improvements and refinements from previous games. it’s incredible. easily one of my new favorite Metroid games

A gauntlet of spammy enemy encounters is all The Plutonia Experiment is, and it gets old REALLY quick. I turned the difficulty all the way down as I did in TNT Evilution, and while that helped me get through the game, it did not improve many of the problems with enemy placements and traps. Like Doom 2s worst levels, Plutonia is filled with a barrage of traps and doors that close behind you and rooms that suddenly spawn 40 archviles and 6000 chaingunners when you take the key.

Apparently the guys who made Plutonia designed the levels with the idea that previous Doom entries were not hard enough, and so they just tweaked it until the levels were tough for them to get through. Well I hope they had fun because they made easily the worst 32 levels out of either Doom game or expansion. So congrats on that.

much better action than Doom, the new monsters and Super Shotgun really add a lot of much needed depth to the combat. however, the level design is very hit or miss, and I'm not as huge of a fan of the OST for this.

Doom

1993

Just got finished beating the SNES version for the first time. Fuck, my eyes hurt.

The parkour and combat are pretty fun. The narrative isn't very gripping but is perfectly serviceable. Quests are a bit boring. It's really just a relatively well-done classic zombie game a la Dead Island. Definitely more fun with friends.

Pra onde foram todos? pro bingo?

Playtime: 18 Hours (Main campaign only)
Score: 10/10

Resident Evil 4 always was and still is my favorite Resident Evil game! Granted I haven't played the RE2 or 3 remakes yet, but only 7 was able to come close to this game for me. I never played the original games when I was a kid and this was my first real introduction to the series. The story, levels and weapons still hold up and the general vibe and atmosphere is still legendary for me! Leon is still a great protagonist to play as and the gameplay loop of killing mobs of enemies while still struggling to look for ammo and healing items is still so satisfying to play through. Yes this game may have taken the series into more of a action route, but I'd argue this game still kept the formula from previous entries, it was just Capcom who learned the wrong lessons from it.

I was also surprised at how lengthy the campaign was, taking me almost 20 hours to complete which is great value these days. Plus you get to do new game plus with newly unlocked weapons, play through Ada's mini campaign (which if it was done now it would probably be DLC), mercenaries mode etc. Only real downside for me was the giant escort mission you had to do with Ashley who has the worst A.I. pathing ever! There was one time when I was running away from a boss and instead of following me, Ashley decided to just stand still and get killed! Thankfully you don't have to protect her for large chunks of the game and most of the time your just alone as Leon, which I feel is where this game is at its best!

There's already talk of a remake of this game, and how they want to cut out large chunks of this game which would be immensely disappointing. I would expect all the content from the original plus new content for me to be remotely interested. Also if they could improve Ashleys A.I. too, that would be great. But otherwise this original game will always remain a classic in my mind!

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/

Game is called Ion Maiden, fuck Iron Maiden. Game is awesome

a nice mix between Castlevania and Doom, pretty fun. not the biggest fan of either but it was enjoyable.

It's really cool seeing the game in 3D, love when people do that. But Death, and Dracula are actually kind of bullshit to fight.

Resident Evil 4: The 2005 classic enhanced with the fan-made HD Project feels like a fresh release and almost makes me miss tank controls. I've played RE4 multiple times over the years (and chances are you have, too), but this time around I actually had a few firsts: trying it with KB+M, playing through Professional difficulty, and checking out the impressive RE4 HD Project. This game has been talked about to death (and back to life, now, with the Remake), so I'll keep to these few new things for me.

My 4.5 stars is an overall rating for the game, not necessarily these new things. If you haven't played Resident Evil 4, my review won't be very insightful, so I'll just say this now: this game is simply a must play. RE4 leaves a lasting imprint on everyone who plays it and it is truly a special, monumental moment in gaming.

KB+M: I tried playing with a controller first but ran into some input issues that I believe may've been caused by the HD Project, though I'm not certain of the cause. Regardless, when I switched over to KB+M, I was pretty shocked at how natural it felt. I'd simply always known the game with a controller ever since playing it on a PS2 seventeen or so years ago, but the aiming is undeniably better with a mouse.
With a controller, it's harder to look around your environment as the camera's adjustments are locked in where they can go. You can snap to your left and to your right and that's pretty much it: jerky, limited movements. Useful in emergencies where you need to know if you're being surrounded, but it's not precise and almost useless for actually looking around to take the world in.
With the mouse, you can look around in a more natural manner and compensate for Leon's shaky aim with ease. The keyboard controls are not a big shift from over a controller, either, as the game has very simple inputs. The only downside is you may find managing your inventory easier with a controller as opposed to a keyboard: rotating items is more natural fit with bumpers than with Del/Ins/PgUp/PgDn. Not a huge downer, but it's noticeable. I still recommend the swap for the far superior mouse experience.


Professional Difficulty: I see why this is locked behind beating the game first on Normal. It's painful and, frankly, absurd most of the time. Ashley will be dying in one hit often and you'll be lucky to survive two (before any health upgrades). Enemies hit like a truck from the get-go and even as you upgrade your health, you won't ever become a tank. You won't be hurting for ammo, strangely enough, there's plenty if your aim is decent and you know how to down enemies then finish them with the knife. I naturally conserve in games like this as much as possible and hate the feeling of knowing I could have done something smoother and with less waste, it almost always leads to the temptation of trying it again.
On Professional, it makes sense to do that because of the scarcity of healing items more than anything. If you get hit by some jagoff with an axe, not even a heavy hitter but just a normal guy in an otherwise clean run, the herb usage will feel foolish here. Nobody's going to do it for you, bud: you've gotta make yourself git gud. This creates a pretty poor sense of pacing for the game as it wasn't necessarily built around this difficulty, again it's why it's not even available at first; but for your Nth playthrough, this added tension creates an entirely different, likable (except the Krauser fight, that's just bullshit), masochistic structure. When a game you've already played before has you panicking at the crowds, checking windows for ladders like a madman, and thanking the Grenade Gods after a successful, life-saving, Ganado-clearing toss? It's instant replay value. Prepare to become Leon: The Professional.

RE4 HD Project: Breathing new life into the game, the RE4 HD Project is something I can highly recommend. The size of this thing is nuts and you'll have to download it in 18+ parts (unless you pay for Mega like some psycho), so it's not the fastest thing in the world to acquire, but once you've got it it's an easy install process and you're off. Your eyes will now see Resident Evil 4 how your brain remembered it way back in the day: the whole game gets a fresh coat of paint and every texture will feel crisp.
When you boot this up you should see some text in the upper left corner of your monitor saying 'Press F1 for settings.' Go ahead and do that so you can do what you've likely wanted to for years: widen the FOV. With the high def and vibrant textures you can now easily see thanks to the enhanced range of vision, I don't think I'm exaggerating when I say it'll look like a recently released game. We've all heard “old is gold” and while gold may never rust, it could do with a polishing. The gameplay has held up on its own just fine, but graphics age. Even the indestructible meme of Crysis got a remaster.
Also, something that's nice and worth mentioning: you don't need to “start over” at all. When I booted up the HD Project for the first time with Steam bringing my saved games from Cloud storage, I was able to boot right up into Professional because I had beaten it years prior. So if you're worried about your previous saves not working with the HD Project, I can confirm they carry over just fine.
The only gripes I can think of with the HD Project: some characters have a bit of a “thing” going on with their eyes. Most notably a couple cutscene Ganados, Hunnigan, and Saddler. Their eyes are open a bit too wide, definitely wider than the original had them, and with the sharper resolution it just has them looking strange. Admittedly, this may actually help Saddler's character as he looks even creepier. Also, the semi-auto rifle reload is for some reason only like 8 frames, making each reload with it a visually jarring moment. Like the keyboard's inventory controls, these aren't game-breaking, but they're there.

Resident Evil 4 isn't perfect: every single quick-time event, be it flashed at you milliseconds before impact during a fight or for some insane reason during the cutscenes, sucks; you're at the game's mercy of whether or not a 'dodge' is even offered, and again, it's a QTE; the inventory system could be so much better with minor QoL improvements (I know the Remake addresses this); the difficulty curve could be more finely tuned and the game ends weaker than it starts; Ashley is written in such a way that eventually you'll hope your rescue ends in failure. Yet all these years later, I truly think this game is incredible. Play through it again with the HD Project for a fresher experience and you're bound to have a blast!

Playtime: 10 Hours (Main game plus Maria Scenario)
Score: 10/10

Finally finished this game for the first time which was long overdue! I have played this game in the past but this is my first time finishing it properly. I have always been a big fan of the Silent Hill games, as I finished 3, a few years ago and always watched my parents play it when I was younger. I just love Silent Hill as a setting and the aesthetics always set it apart from other survival horror games like Resident Evil, even though the gameplay loop can be a little bit similar.

Silent Hill 2 is its own stand alone story in the original trilogy as you play as James Sunderland who comes to Silent Hill, after receiving a letter from his dead wife to come find her in their "special place". Right from the opening scene this game just gives off a creepy atmosphere that I absolutely love! The story as well is very emotional but satisfying to see through to the end and I'm still processing how I feel on it. There are also multiple endings which makes the game highly replayable. The side characters you meet like Maria, Eddie, Laura etc... are also awesome and they can make the cut scenes very enjoyable to watch.

Gameplay wise, its your classic survival horror gameplay with tank controls, which I didn't find too cumbersome to deal with but that depends from person to person in what type of controls they like. You have to solve puzzles with items you pick up and you get a range of melee weapons and guns. Usually its best to save your ammo for the bosses, but I always seem to have a big surplus of ammo at the end of these games, even on a first playthrough, where you can't turn on bullet multipliers yet, which increase how much ammo you find. You also get some cool unlockable weapons in new game plus like a chainsaw which is very fun to use. Overall though combat was nothing to write home about but I found it very useable. The puzzles were fun as well, some head scratchers and were definitely more well thought out compared to puzzles in more modern games.

As for voice over work, in the HD Collection version, which is what I played, you can pick between the new voice acting or the old. I personally picked and prefer the new ones, as they were well acted and made some of the scenes feel more impactful, but that is just my personal preference.

As I said there are multiple endings and there's the Maria scenario you can play through. It took me about an hour to get through it on my first time playing. It was a fun little add on story to the main game, and it made me love Maria as a character more and I already did!

Overall, this game is a masterpiece really and there isn't much I can fault with it. Only real complaint I had was the music that plays during the cut scenes can be very loud at times, and plays in a constant loop during the longer scenes, which can get annoying. I fixed this by turning subtitles on and also lowering the music volume in the options menu. But other then that, there is not really much I can fault. Trying to play these old Silent Hill games can be hard these days with Konami not caring about this franchise. Unless you have an old PS2 and the old game, I'd recommend picking up the HD collection for PS3 or Xbox 360.

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/

The start of one of my favorite video game franchises of all time! This game was so unique when it came out in how it had billions of guns for you to collect which makes every playthrough so good! I think I've played through this game more times than any other! The story is lacking, but it had that very dark tone to its humor that I loved so much about it. I can say nothing more other than this one of my favorite games of all time!

All Games I have Played and Reviewed Ranked - https://www.backloggd.com/u/JudgeDredd35/list/all-games-i-have-played-and-reviewed-ranked/