61 Reviews liked by Dawlphinn


solid secret finding simulator. great ambience, fun items, and i liked the colours a lot

The worst thing the internet ever did to me way back when was selling me on the idea of Dark Souls as this SUPER HARD GAMER series for GAMERS! GIT GUD and PREPARE TO DIE! When in reality it’s this really offbeat and interesting interpretation of an RPG where even though it’s entirely skill-based, and it can be pretty hard, there’s still more than enough to form personal attachments with outside of the gameplay itself. It’s very light on narrative but fosters mechanical storytelling through its nonlinearity and some of its wonkier mechanics. Getting cursed in Depths and having to climb my way out, having my weapon nearly break halfway through a bossfight and having to swap around on the fly; two emergent situations that aren’t really all that significant, but were memorable enough to hold onto and help my playthroughs feel ‘mine’. Working towards the Dragonslayer Spear only to realise I just transformed my only good weapon into something I’m 10(!!) levels away from being able to use would probably come off as cheap in any other game, but I found myself eager to work around this sudden frustrating wrench in my build when the whole game builds itself around putting you in uncomfortable situations and telling you to deal with it.

It’s a vibes game to me, really. It’s hard for me to imagine there’s many of that GIT GUD crowd still grinding out DS1 when games like DS3, Sekiro and Elden Ring exist because it just doesn’t offer the same mechanical depth or extreme upper limit of challenge compared to them, and it only gets easier when you realise you can deal with most of the enemies in the game by circle strafing and backstabbing where possible. But that’s not the point, right? It’s more than just a set of challenges, it’s a world to be explored and overcome. Combat encounters aren’t just enemies to be killed and walked past; they’re part of the world they live in, to transform threatening environments into dangerous ones and communicate the hostility of the world. “Easy” sections lighter on combat allow themselves to exist in order to punctuate the danger for feelings of peace, introspection, foreboding; Kiln of the First Flame, Lost Izalith, the empty space in Anor Londo. Challenge is part of the aesthetic, but it’s not *the* aesthetic.

Something I noticed even when I was playing DS3 as my first Souls game, and have only grown more vindicated on as I’ve gone back, is that the slow combat is much better to emphasise the games’ stellar visual design than the faster-paced lean the newer games have taken. Taking DS3 as the example, most combat encounters with anything too much harder than basic Hollows take a lot of focus to the point where it’s hard to take in anything that’s around me until they’re done, and in bossfights I’m spending too much focus on the attack cues to focus on really anything else. Not that DS1 doesn’t take focus, but there’s enough downtime *during* combat to take in everything else; to focus in on bossfights, there’s only one fight in DS3 - Gael - who I’ve been able to appreciate for anything except for the kinetic feel, whereas one of my favourites in DS1, being Gaping Dragon, I love for practically everything *but* the gameplay.

It’s probably not that surprising from this to hear that I have more of a strained relationship with From’s later titles, but this game really hits such a good blend of atmospheric exploration and slow and simple yet punishing combat that I just can’t get enough of, even when it’s not putting its best foot forwards. Anyway I can’t wait for King’s Field to beat my ass

fun, creative platformer that ends before it hits its full stride.

I'm really surprised how negative the reviews are for this here because I had a great time with this. I'll chalk it up to the game being admittedly a little janky, but not to the extent, IMO, being described here.

I also think the pedigree of the game makes it seem like it's going to inherently be a "speedy" platformer when it's maybe not. Like there's definitely the capacity to go fast here, and it was built with that in mind, but in a lot of cases you're poking around looking for stuff or doing little tasks for NPCs or whatever, and the movement mechanics have a little bit of a learning curve that has to be overcome before you can really move quickly, so maybe some people are feeling like they got bait-and-switched? But once you have your head wrapped around and are flying thru using the full bag of tricks it's a ton of fun.

I will say that after a couple days of sustained play I began to find the aesthetic and music in the game kind of grating and the sequence in the last boss where you're riding up the ramp has a whirling camera that makes the correct inputs unclear and lead to a frustrating number of failures. Putting all that aside, this is a short sweet game with movement mechanics satisfying enough that I know I'll come back and have some fun blasting through now and again and that's I was looking for.

This review contains spoilers

I told myself I wouldn't write a review so this isn't one. I just found that I have way too much to talk about that I don't see many other people here talk about and I think it's just... sooo huge to think about and speculate.

I feel vindicated first of all because it cut to the chase heavily on that feeling of loneliness, isolation in a place you feel drifting on and not stuck to the ground or really, anything tangible. The dark world this time even offers a method of escapism, what with Kris's room showing a hollow reflection of that same gaudiness Asriel's side of their room had. Big Shot is the most explicitly hurtful hit to Kris but there's tons of hits to make the return to the town all the more damaging and harmful just watching more twisted ideas of characters you recognize fall into the same deterministic traps you expected in undertale while also watching what accounts for your 'family' look more fucked up and torn apart. And then the secret boss itself is a disgusting machination of Mettaton and it drives me insane how much he himself embodies the most brutal reflections of what Kris wants.

In some ways Deltarune already eclipses in its current strength alone Undertale with the introspection and hard hits of life, still hinging on the payoff ofc. But especially with the infamous 'genocide' route's ramifications, that push that while you may not have control over your life and feel a stuck cold path ahead of you, YOU CAN CONTROL THE LIVES OF OTHERS. This corrupted lashing out is given an even further metatextual lens and it just gets to such FUCKED up territory that the scariest part for me isn't whether it'll land the metatext but really... who else is going to be hurt next. These characters already feel so real to me that the idea of anyone more than the ones we have actively makes me shudder.

God i fucking love these games toby ruins me every time. I admit i was extremely anxious the night before release simply by what could be but my probably too much faith is so not misplaced. Thank you for the ride I look forward to the next one ;-;

There would be no better way to shoot yourself in the foot than making a sequel to a game so highly deified and demonized as Undertale, but Toby Fox somehow took the challenge head on and created, so far, a sequel worthy of its predecessor. Playing Chapter 1 for the first time back then, I wasn't expecting to be dazzled by its self assurance and showmanship, and I certainly wasn't ready for how masterfuly it weaponized its nostalgia in the same manner as only Mother 3 could. Beyond just being a spiritual sequel, it was certain that Deltarune would be a continuation of Undertale's message and concepts, and the note it ended on was prime bait I was fully willing to gobble up for the next chapter.

Now living in a 6 year old post Undertale world (!), the surprising brilliance of Chapter 2's subversion is how little of it there actually is. Contrasting with Undertale's looming shadow in Chapter 1, Chapter 2 does everything in its power to make you forget what sequel you are actually playing, taking instead a celebration tone that fully takes advantage of its enormous anticipation and that constantly throws at the screen sheer effort and confidence in its presentation. Establishing a "Monster of the Week" plot, Chapter 2 is a joyful non sequitur passage that expels the darkness bubbling beneath it all to put the spotlight on the main cast, and in the course of 4 hours, Toby Fox demonstrates a full understanding and grasp of Undertale's language that he flawlessly exploits at every turn to create some of the most well crafted comedic setups and pay-offs that could only be possible in videogames.

It's a finely and carefully laid out rug to pull from under us, because at its heart, it is still a story about the escapism and its double edged nature we constantly seek from outside our daily lives. The optional content is a stark reminder that we haven't escaped Undertale yet, and the nature of the Dark Fountains explored here more overtly comment on the artificiality of this universe and its roots. Yet, Chapter 2 just decides to revel in that escapism for a little while, wearing its videogame influences on its sleeve as it gives us the calm rollercoaster of a ride before the storm. Deltarune is without an ending already a much tighter, stronger and more cohesive experience than Undertale ever was, and I'm enjoying immensely the way Toby Fox and his team are setting up the pieces on the board to throw them to the floor further along the way.

From the moment those first notes play in Cyber City and all the way up to that ridiculous genre bending final boss, I was having the most fun with a videogame I have had in a very long time, and I am left once again eagerly and desperately waiting for more. Whether the completed Deltarune experience we perceive in our minds turns out to be a reality or not, I am content with it just being this full of life and joy.

this was my first time playing anything in the prime series, and it simply is just one of the best game ever made.

while I have begun to look at this game more negatively over the years, I think that has more to do with being annoyed by the way people talk about undertale and not anything to do with the game itself. I could not put it down when first playing it, and it is a testament to how far passion can propel a game.

why did they make Tifa a generic 'pleasant' bubbly anime woman. why is she holding onto Cloud's arm like 'oooh i'm soooo scaaareeed!' like they nail almost everyone except Tifa. why is she so boring and submissive and weak. why isn't she calling me slurs.

This review contains spoilers

I often think about how much Square's 2005 Final Fantasy VII tech demo cursed the company to a decade of fans groveling at their feet for a remake, something that prior to that demo was not really talked about all that much. At least not at such a scale, or to the point that every E3 came with people joking about its supposed appearance or lack thereof, something that Metroid Prime 4 has more or less embodied today. Repeated attempts to quell fans and explain in no uncertain terms that it was just a demo did little quiet the discussion, and Square eventually changed tact and asserted a remake would not be possible unless it could top the original, a proposition they framed as being so risky and improbable that it'd just kill the company.

While selling IPs for pennies on the dollar to invest in NFTs right before a market crash, an insider trading scandal, and flops like Forspoken have put Square in a bad position, they've been able to weather these hits and stave off total ruin. For now, at least. Modern game development is fucked. It's so fucked that Final Fantasy VII Remake is a project Square is now willing to take a chance on, but it is only sustainable as three separate projects aiming to cover the entirety of what was a 40 hour mid-90s video game. It is not simply a matter of being able to top the original creatively and financially, it's replicating a game from an era where less got you more in a time where more means less.

And in a lot of ways, Remake both succeeds and fails at this. All the key beats are here, like storming the Mako reactor, the Sector 7 plate falling, the high speed motorcycle chase out of Midgar and into the wide open plains of Gaia... But what was originally a three to five hour segment of a much larger game has now been pulled like rubber, stretched so thin it is nearly transparent to suit a full gameplay experience. Midgar is a big place, you simply cannot invest in the amount of assets needed to portray it in the modern day and have enough time and budget left to design a whole open world and numerous dungeons and towns with their own bespoke aesthetics, and the cost is that Remake at times feels bloated.

Portions of the original that took mere minutes are now elongated into full chapters, like the Sector 5 underpass, which has mutated into a dungeon the player must traverse several times. Pre-existing dungeons like Shinra HQ are so massive that they have a tendency to overstay their welcome, and moments of urgency in the story are broken up with prolonged periods of downtime that adversely affect the pacing.

Square has had a real side quest problem for a while now. They often feel dry and inorganic, presented as checklists of things to do rather than being an obscure but natural part of a larger, living world. Though they are not mandatory, they're often presented in a way that feels it, a nagging green icon and the promise of a reward too good to pass up if only you're willing to put in some work. Aerith is probably being dissected (or worse) by Hojo but uh, I gotta run this Uber Eats order to Chocobo Sam.

This is something I hope Rebirth will address by covering a comparatively much larger portion of the original's story. I also hope it further explores Remake's most interesting aspect, which is it's almost Cabin in the Woods-like meta narrative about being a remake.

I often see people complain when a remake deviates from the source material, but provided the original is still readily available - as is the case with Final Fantasy VII - then the idea of a 1:1 remake becomes profoundly boring to me. A reverence for and understanding of the original is of course necessary, but I'd prefer a remake actually say something new rather than be a straight retread. And so Remake to me is perfectly titled, not just in how it embodies being a remake as a product but by exploring how self-aware characters are attempting to remake their own story.

Sephiroth has apparently already lived the events of Final Fantasy VII, and spends much of this game coercing Cloud as he had in the original, using him a puppet and setting him against the fates so that hey may break causality. This doesn't just benefit Sephiroth by helping him avoid eating shit in the Northern Crater a second time, it also presents Cloud and his company the opportunity to fight him without facing the same consequences they did the last time, even if they may not be as acutely aware of what those consequences are.

Except for Aerith, who subtly displays her own level of awareness for the original timeline, knowing people's names before they're given and generally displaying a level of precognition over minor aspects of her world that seem unimportant on a surface level but nevertheless betray her placement in Remake's continuity. For her, the opportunity to defy destiny is a decision made with considerably less confidence as she knows what her sacrifice accomplishes.

Naturally, the fates, or "whispers" as they're known, physically intervene when events begin to deviate. Wedge survives plate fall, so that fucker's gotta get thrown out a window. Hojo nearly spoils Cloud on the reveal that he's not a member of SOLDIER, so he gets whisked away while going "Ohhhh my, how faaaascinating~" like a weird like freak. In a way, the whispers represent the very boring fans that want Final Fantasy VII but more prettier, who dislike any chance taken with the material and will react violently when presented with something different. For Square to move past the baggage of FFVII, they too must destroy the expectations placed upon them and venture into uncharted territory.

Suffice it to say, I'm pretty happy with these creative choices and found myself far more invested in Remake because of them. It's a good counterbalance to all the bloat and actually left me interested enough to push through some of Remake's more tedious lows just to see where everything was going.

On the more mechanical end, Remake is pretty solid. A complaint I had about of the original is that characters largely felt the same despite ostensibly slotting into traditional job classes, with the key differentiating factor being what materia was equipped to them. Conversely, Remake provides each party member their own play style, and it adds a lot of diversity to combat. The materia system remains largely unaltered, serving as a sort of common point between the games to keep players grounded early on, while the new take on the ATB system feels like a near perfect answer to Final Fantasy moving away from turn-based gameplay.

I think Remake also deserves a lot of praise for how well it translates the visual design of the original. There's an alternate reality out there where this game was made for the PS3 and adopted a more grounded aesthetic akin to Advant Children, and thank god I don't live in it. I also adore the soundtrack. Subtle things like making sure the bits of metallic percussion in the battle theme are still there, the incorporation of the Shinra theme in Crazy Motorcycle Chase adding a nice narrative tie, or just my own Pavlovian conditioning resulting in me getting hyped as hell anytime J-E-N-O-V-A starts playing... it's good stuff.

Final Fantasy VII Remake would not exist were it not for that tech demo, and I don't mean that to say the possibility of a remake wasn't there until E3 2005. Rather, its themes are a direct response to the albatross that hung from Square's neck in the decade following. What artistic value would there be in doing a by-the-numbers remake, going through the motions from start to finish? It'd make a lot of people happy, sure, but I can't imagine it being anything other than bloodless.

I’ll confess: I’ve never beaten a single Zelda game in my life. Sure, I grew up a Nintendo kid playing almost nothing but Mario and Pokemon, but for some reason I never really felt enticed to give Nintendo’s most critically acclaimed series a serious shot. I’ve tried out the opening hours of Wind Waker (something that I desperately need to finish one of these days) and have played plenty of scattered hours of Ocarina of Time at a friend’s house, and yet it wasn’t enough considering the series has eluded me until now. So, it felt like a solid challenge to cap off 2023, given my recent run with time loop adventure games… and that poyfuh recommended the game to me over a year ago. It took a while to muster up the commitment, but I finally got there! Feel free to take my readings here with a grain of salt given my lack of nostalgia for Zelda, but hopefully I can bring something different to the table by focusing on what impact it had upon a relative newcomer.

For lack of better words, The Legend of Zelda is an adventure game series. Maybe the adventure game series. Quite a few good friends and users I closely follow have commented about how Zelda is really a mish-mosh of different genres, which in essence forms the adventure game. Innuendo Studios has defined this as “games that tell stories using puzzles,” though this is a very loose definition as both narratives and puzzles take many different forms. Essentially, the genre has become a blanket term that has come to incorporate many different types of games. Zelda, as the platonic encapsulation of adventure games, has as a result, come to include many different types of genre-specific gameplay in one cohesive product. To sum this up, here’s a bit that I’ve jokingly brought up with friends: every game is basically Zelda, because Zelda is basically every game.

What I’m trying to say here, is that Majora’s Mask, much like the rest of Zelda, is not so much about any one single game mechanic so much as the coalescence of them all. No one particular element is going to stand out as exceptional because many games before and after have surpassed them, but the whole is certainly greater than the sum of its parts. Much like how a classic adventure game is a fusion of different game mechanics, Majora’s Mask focuses on the intersection of different narratives and activities to evoke “the adventurer’s spirit.” It’s very easy to be critical of specific mechanics and ideas presented within the game in isolation (and I absolutely will be due to my point of reference), but they nevertheless come together to create a game unlike any other.

I suppose the easiest way to explain the premise of Majora’s Mask is to describe it as a cross between a metroidvania (item/ability gating) and a mystroidvania (knowledge gating). The time loop facilitates both of these aspects: as Link repeats the three-day cycle to gather information regarding Termina’s workings, he also gains new key items (both classic Zelda tools like the Hookshot and masks to wear/transform), learns new songs for his ocarina, and gains access to new areas and allies that can further aid his progress. The pressing issue then, is that Majora’s Mask doesn’t fully lean into the strengths of either genre.

Majora’s Mask feels underwhelming when compared to traditional metroidvanias, because key items feel underutilized. Much of this is due to the lock-and-key nature of the puzzles. Classic Zelda games focused on items with multiple facets via both dealing damage in fights and traversal/exploration: one classic example is the hookshot, which can let Link grapple up towards wooden surfaces/chests while also acting as a ranged weapon capable of pulling items and enemies towards him. However, Majora’s Mask focuses on the collection of masks as the vast majority of key items, and most are used for one exact situation (i.e. Don Gero’s mask lets you talk to frogs) and nothing else. Additionally, the masks aren’t very balanced in terms of utility, as some masks are useless once obtained (i.e. the Troupe Leader’s mask) while some are so conventionally strong that you’ll be constantly relying upon them (i.e. the Bunny Hood increases Link’s running speed and agility, so it’s a godsend for general traversal and boss fights).

On the other hand, Majora’s Mask also feels a little lacking as a mystroidvania, because there’s relatively little observation involved when compared to similar titles. The Bomber’s Notebook is your main tool is your main tool to keep track of everyone’s schedules across the three-day time loop, but it’s a bit limited in scope. There’s only twenty inhabitants recorded with schedules, and of those twenty, at least a fourth of them can be stamped as resolved by simply speaking to them once at the right time with the right item/mask. In fact, there’s only two side-questlines that force Link to commit to strict and specific time limits across the three-day cycle (Kafei and the main Romani Ranch quest). As a result, completing the Bomber’s Notebook is surprisingly straightforward, and usually doesn’t require more than one iteration of the time loop to follow and solve each case, given that Link has the appropriate items on hand when necessary.

That's not to say that the time loop is a net negative in the scope of Majora’s Mask, but rather that in comparison to other time loop games since then, it doesn’t capitalize as much in its execution. For example, there is very little usage of the time loop in regards to its four main dungeons. As Scamsley has pointed out, the presence of a time loop should lend naturally to speedrunning (via both knowledge gating to clear the dungeon faster with skips and ability-gating to use obtained items for shortcuts), but this is more or less made redundant by beating the dungeon’s boss, as the game is content giving you a direct teleport to refight dungeon bosses in subsequent resets instead. Additionally, almost all of the time-sensitive content is located within Clock Town; while it’s quite satisfying figuring out how schedules play out in the main hub, it feels like a squandered opportunity to not include enough specifically timed events elsewhere to fully utilize the three-day cycle. The presence of owl statues throughout the map sort of speaks to this; rather than have the player spend time traversing on foot and potentially stumble upon other time sensitive events, the developers would prefer for players to jump to whatever destinations they had in mind as to avoid wasting time in areas where these time-sensitive quests didn’t exist.

On top of all of this is a general clunkiness that exists between many of the game’s various systems. There’s just enough quality-of-life to where the game feels thoughtful for its time, but also plenty of wasted time here and there that made me wonder if the developers could have gone a little further. The sheer number of key items in the menu is a huge culprit; with only three key item slots accessible at any time (and the ocarina/three transformation masks constantly taking up slots), the player is constantly roaming through the four menu screens to select the appropriate item for each situation, and it’s made worse because most items are used once and then immediately replaced as a stream of inventory puzzles. There’s also a ton of downtime from having to watch the same cutscenes over and over even if you’ve seen them in previous loops, and from being subjected to the same non-skippable Song of Soaring animation every time you teleport to an owl statue. At the very least, you can skip the mask transformations once viewed for the first time. Parsing through the three-day cycle can also be a bit annoying; the Song of Double Time does at least let you skip a full twelve hours ahead to the start of each day/night cycle, but oftentimes the timed events in question begin at midnight or midday, meaning that you’ll have to wait around for a few in-game hours since the Song of Double Time plants you at 6 AM/PM. Finally, I think it’s an interesting idea resetting the player’s rupee and general ammo count (i.e. bombs, arrows, Deku Nuts, etc) with each new loop while allowing the player to farm pre-existing Rupee chests that have been opened in previous cycles. However, while there is a bank that allows the player to store Rupees between loops, there’s no item storage facility to stockpile ammo between loops, meaning that the player will likely spend a few minutes at the start of each loop whacking bushes and enemies for basic resources (or at least eat into the player’s account to buy supplies at shops, if they don’t spend time farming chests for the Rupees instead).

Honestly, this is just the tip of the iceberg when trying to judge Majora’s Mask against today’s standards of what we consider a “good” adventure game. I do have other scattered complaints, such as boss fights being generally underwhelming (I might have legitimately spent more time fighting dungeon mini-bosses than the four main masked bosses themselves), certain tedious side-games like the RNG-heavy Dampé grave digging or the Goron race with rubber-banding AI, a few overused mini-bosses such as having to fight Wizzrobe six different times, and how outside of the Stone Temple, mask abilities are never satisfyingly blended together in puzzles/quests. The cherry on top of all this is the presence of the Stone Mask, which I’d say is a bit too good since it lets you completely ignore most dungeon enemies. That in itself made me question the quality of that one forced stealth section in Great Bay; if the optimal solution is to wear a mask which lets you outright ignore the entire system, then should it even exist? Even from the perspective of someone who’s never cleared a Zelda game before, I find myself nodding in agreement when others claim that Majora’s Mask shows its age a bit more than Ocarina of Time.

But that’s not really why we play Zelda games, right? Despite the clunkiness of some mechanics and the many areas of potential improvement, many of us are willing to sit through and accept these flaws because the general experience is the selling point. The obvious argument to be made is that while plenty of MM’s mechanics feel undercooked, the actual mechanism of gameplay is constantly shifting about to suit the specific context. In a sense, Majora’s Mask can be viewed as an antecedent to the modern possession game: the basic control scheme remains the same regardless of the mask worn, but the functionality of the basic control scheme differs. This allows the game to stick to a grounded and consistent formula even though Link’s toolkit is constantly evolving on the fly, and while there are occasional moments of jank from certain side-games, most are over in a flash and still contribute positively towards the final goal of gaining enough knowledge and utility to prevent the impending crisis.

Essentially, many of the previously mentioned shortcomings end up inverting in on themselves. While Majora’s Mask has plenty of rough edges due to its rushed development and heavy re-use of assets, it’s these rough edges that lend so much towards its personality. I love how absolutely absurd and deranged the writing becomes, and the adventure game structure lets Majora’s Mask take complete advantage of the situation. One minute you’re tracking down a circus performer so he can spill his life story about joining an animal troupe since humans are also animals, then the next minute you’re fending off these zombie lantern alien ghosts with searchlight eyes so they don’t kidnap your new friend and her cows before the sun rises. The seeming lack of focus with the constant barrage of minigames and side-quests keeps the player constantly guessing what the next twist of events will bring, and the game is more than happy to ask rather than answer questions.

The backing time loop connecting all of these events together is really what drives the message home. Even though it’s absolutely tedious having to watch the same cutscenes over and over again, nothing illustrates the plight of Termina more starkly than forcing players to endlessly relive the day’s events and realizing that they are the only chance this world stands at reaching a new timeline. The ending credits bring such a gratifying emotional rush because the game deliberately withholds any semblance of permanent catharsis until you finally break through. You can’t help everyone in a single time loop, and they will never be free of their troubles until the moon stops falling. Until then, they’ll be hopelessly repeating the same tasks three days at a time, waiting for the dawn of a new day that will never come.

At the end of the day, I could keep finding things to nitpick about Majora’s Mask, but I also can’t imagine the game without these shortcomings since they form an integral part of the game’s identity. The masks might be glorified gimmicks, but they’re fantastic symbolism that are forever carried with you upon your journey even as time is constantly erased, and ultimately strengthen the adventure game aspect by assigning you new tasks to peruse. The time loop might not be fully utilized outside of Clock Town and contain extended gaps of waiting to get to important events, but it’s the forced repetition of the three-day cycle’s events that enforces the gravity of the situation upon the player. Individual characters aside from Skull Kid might not have the fleshed-out backgrounds that I had hoped for, but it’s a non-issue when Majora’s Mask is ultimately the story of Termina itself, formed from the intersecting schedules of all the different characters and elements at play. Separately, I think all of these elements are easily picked apart, but meshed together, they contribute to this pervasive nightmare of abject misery where even in the face of imminent death, fleeting moments of joy and comfort are enough to humanize the fantastical elements of Termina and keep the player moving forward towards a better future.

The story of and surrounding Majora’s Mask fascinates me, especially when learning that director Eiji Aonuma has since expressed regrets regarding its development. I and many others, however, see nothing to be ashamed of with their final product. If anything, Majora’s Mask is classic Nintendo at its core: instead of making a product that was visibly better than its competition, the developers took a chance and sought out to make something that was visibly different. The Wii is often cited as the most prevalent example of this “blue ocean strategy," though I firmly believe that Majora’s Mask was Nintendo’s first notable crack at it. Having to follow-up a game considered by many as the greatest of all time with an even shorter development period was a daunting ask, but as far I’m concerned, they absolutely succeeded. It doesn’t matter that other time loop adventure games have since outclassed their grandfather; there’s simply nothing like Majora’s Mask, and I doubt there ever will be.

More than anything, the last couple of months have been about learning to love video games again. As such, I’ve been revisiting some of my old ramblings, particularly that of the obstacle course 2D platformer. While I think the original Donkey Kong Country is a prime example of what I’m looking for, there’s always room for improvement, even if I don’t necessarily know what that improvement would look like. I think I might have finally found what I’ve been looking for though; call me basic or nostalgic, but Rayman Legends might just be the most polished and realized momentum-based crash course 2D platformer I've ever played, with easy to pick up but difficult to master character control potential and some of the most vibrant and engaging obstacle escalation in any platformer to date.

Rayman’s toolkit of a standard attack and jump with an extended hover while holding jump seems pretty simple at first, but there’s plenty to master too. Rayman’s dash attack gives an instant burst of speed, and jumping during the spin allows you to preserve horizontal momentum. Learning to minimize these moments of stagnation with break boosting and chaining well-timed spins and jumps with roll-jumping, air-kick cancelling to maintain aerial momentum, and ground-pounds to create hit boxes both above and below you while quickly diving allows for extremely tight platforming, alongside Rayman’s jump control (access to a short hop versus a full jump depending on how quickly jump is tapped) and standard chained attacks. Enemy placement lends well to this need for optimized movement too, since you’ll constantly need to balance throwing out hitboxes to knock out foes/barriers or jumping on enemy heads while finding the right times to maintain speed. The game even handles verticality well, thanks to a simple wall-running mechanic (that doesn’t even require you to build up momentum prior) with quick wall flip jumps as well as standard wall jumping outside of wall runs. Simply put, there is a lot of potential for movement optimization in this game, and it feels absolutely exhilarating pulling it off.

As for the levels themselves, take the design philosophy of the original Donkey Kong Country and turn it up to 11, and you’ve basically got one of the best modern translations of the formula in Rayman Legends while still managing to bring plenty of its own ideas to the table. There’s tons of moving parts and lurking dangers abound in the dreamy levels of the game to force Rayman and pals into action; vines, trampolines, water jets, wind currents, ziplines, swarms of bugs and flaming walls, you name it and they’ve got it. It’s a classic case of slowly introducing new concepts in the form of new movement tech, hazards, and set pieces while slowly interchanging the new with the old and ramping up the danger and tightening the execution until finally, you get to run your victory lap. The difference here between Donkey Kong Country and Rayman Legends is that Rayman Legends extends the obstacle course escalation to an entire world rather than just a single level, allowing the developers to really push their theming and various ideas to their fullest extent while providing more than enough time for players to adapt to the learning curve.

Mark Brown of Game Maker’s Toolkit provides the perfect example of this design philosophy in action, citing the fourth world of the game, 20,000 Lums Under the Sea. Let’s start with the core principle of the world; stealth mechanics in the form of the sentry beams that zap Rayman if he lingers too long in the searchlights. These forced stealth sections are first combined with underwater swimming levels, which I must admit is a such a damn clever combination; what better way to alleviate the painstaking nature of the slower swimming sections and the deliberate and calculated movement of forced stealth sections than to marry the two concepts? That’s just the first level of the world though; the second level is a grounded platforming stage where Rayman has to sneak around sentries with his companion Murphy, using Murphy to press buttons that both create barriers and block sentry searchlights while popping up walls and platforms to create paths forward. Then the third level turns this concept on its head again by starting levels lit-up with electric barriers, and then forcing you to replay the levels backward with the electric barriers replaced with sentry searchlights in stealth mode.

The fourth level, “Infiltration Station,” toys with the ideas of the previously mentioned second level by now replacing the buttons with movable objects; as a result, Rayman must now adapt to Murphy shifting the level by moving cover or even moving the sentries themselves. Then, the fifth level relegates the sentries as the backdrop hazards to a grand ol’ elevator defense, which Rayman must keep track of and avoid while picking off bungee shock gun frogmen straight out of a Mission Impossible movie. Again, it’s important to remember that these levels slowly introduce new level elements aside from the main gimmicks (invincible underwater worms, laser trip detectors, skull-marked naval mines, etc), but ultimately it is the synthesis and variation of the elements (i.e. inserting enemies in sentry-guarded zones, or using the mobile worms and stationary mines as mandatory cover against searchlights) that makes the difficulty so versatile. This all comes together in the sixth level, “There’s Always a Bigger Fish,” where every introduced obstacle in the arsenal is thrown at Rayman as he furiously paddles away from a snapping serpent in a frenzied auto-runner/chase sequence. Finally, after the penultimate level that serves as a boss fight against yet another hostile Frankensteined mechanical beast, you get to reap the rewards in a final musical obstacle course dubbed “Gloo Gloo,” where your platforming and swimming actions in-game are synced to the beats of a whimsical cover of “Woo-Hoo”. It’s such a pleasure mastering these playable music videos and knowing that your survival is the only thing keeping the music at full blast.

As you can probably guess from the musical endnotes of each world, Rayman Legends is absolutely no slouch at atmosphere and presentation. Theming in every world is extremely distinct and yet remains focused to where level elements never really feel out of place or excessively repetitive. You go from navigating these tight, booby trapped castles in Teensies in Trouble to carefully gliding and maneuvering massive beanstalks in Toad Story, to dodging cake eating centipedes and fending off scores of luchadores and mariachi skeletons in Fiesta de los Muertos. Every new world has its own unique focus on gameplay mechanics (swinging axe and ropes courses in Teensies in Trouble, windy, open air plant-infested levels in Toad Story similar to that of the bramble levels in Donkey Kong Country 2, and Murphy quite literally playing with his food to progress past hazards in Fiesta de los Muertos), and the dynamic comic book visuals of the UbiArt framework as well as the extensive orchestral + electronic mixes in the soundtrack really bring it all home. To top it all off, there’s just this joyous and infectious energy embedded in every detail of the game, from the punchy and expressive attacks and sound effects, to the backing “Ooooooh” track that plays every time you stumble upon a secret, to the Teensies themselves cheering and giggling like schoolchildren when you bump into them in the main gallery. I can’t help but grin and chuckle like a madman every time I pick up this game; it’s just dopamine in distilled video game form.

There have been a few complaints here and there that Rayman tends to lean towards the easier side, at least with regards to many of the main story levels. That’s where the invasion and challenge levels come in. The challenge levels are straightforward enough; compete against the world in a daily/weekly generated survival and/or speedrunning contest for glory, and lums/”Awesomeness points” for more cosmetic palette swaps if you want to change up your character model every now and then. More importantly, you’ll get an alert every now and then that goons from previous worlds have come to “invade” the dreams of previous stages, and be invited to partake in a timed invasion stage, where you must rush to the end against a new combination of foes in a different theme. This concept even gets its own twist when after beating the game, Shadow Rayman invasion levels are unlocked, where a dark copy of you follows in close pursuit and both keeps you moving while carefully planning out your route as so you don’t stumble into your duplicate while backtracking. These levels really force you to use every tool at your disposal to optimize your strategy and beat the clock, and it almost becomes that of a puzzle game but with extremely tight execution involved as well.

I love examples, so have another one on me just so I can illustrate how batshit crazy this gets. In the Shadow Rayman invasion variant of “Infiltration Station,” you have to pick off sequential droves of enemies in order to unlock the door to the next room and eventually free your Teensie friends at the end. From the starting position of the second room, you first have to take out the frog goon on the left while then immediately destroying the bones barrier below. Since there’s a Shadow Rayman copy following me, I dash attacked into the goon then immediately wall-jumped and slammed through the barrier, landing on an enemy that spawned directly below me and then bouncing and air kicking the newly spawned enemy to the right on the platform. From there, I hold down the right trigger and jump out to the ring and back on top to the platform previously above me, kicking the buff brawler in the face. Then, I full jump out towards the ring to avoid my shadow and hover for a second so another toad can finish spawning in and land on the ground, allowing me to slam to its side and end its misery. I immediately input a jump upon landing since there’s no enemy to bounce off of this time and air kick the last toad brawler on the platform, land on the platform, and break boost by immediately spin dashing to the left off the platform towards the door once obscured by a vine and make my exit. Here’s a quickly sketched schematic of my “optimized” route that takes about nine seconds when executed well, and if you think this is fast… the world record for the whole four room affair takes less than double the time it took for me to just finish the second room alone. Needless to say, the thrill of improving both my execution and pathing while directly competing against others on the leaderboard is definitely a crucial component that keeps me coming back for more.

If I really had to nitpick, then my only complaint is that some of the Back to Origins content (the forty returning stages from Rayman Origins) feel a bit out of place. While the main platforming stages still feel tightly constructed, with the classic escalation and variation of moving elements and hazards formula for mechanical depth aided by carefully hidden short side corridors for goodies and bonus rooms, there are unfortunately one too many horizontal shoot em up segments (both in the form of full Origins levels and bonus room challenges) thrown into the array that feel like abrupt breaks in the natural flow of things. To be fair, this is at least alleviated by two factors. Firstly, the Back to Origins content is not necessary at all to unlock the main stages of Legends (in fact, you can even just focus on Legends content exclusively and still have enough Teensies to unlock the 8-bit bonus music levels), and are randomly earned from scratching Lucky Tickets that come as their own reward for collecting enough Lums in main stages; thus, I always saw the Origins levels more as bonus content if anything. Secondly, even within the shmup segments themselves, there’s a fair bit of variety thanks to the wrinkles thrown in (namely through the ability to suck certain enemies/obstacles and shoot them back out to deal more damage, as well as the reflective surfaces that let you bounce shots off and levers/switches thrown into stages that present a less “harmful” but just as engaging obstacle to contend with) as well as the expressive theming that the game’s known for to mitigate any staleness. Nevertheless, even if I think this is a minor gripe considering that the final product is definitely more than the sum of its parts, I do acknowledge that the bonus content would have felt even more gratifying if they had cut the number of shmup sections in half and replaced them with the engaging platforming that Rayman Origins & Legends exemplify.

One last disclaimer for the road: a couple of years ago, the servers for Rayman Legends on PC were shut down, effectively closing leaderboards and barring players from accessing any challenge levels on PC copies. If global kudos and constantly generated online challenges are a defining draw for you, then you may want to consider picking up a console copy of Rayman Legends instead, where the servers are still up. That said, PC players can still mod the game offline to create their own challenges, and I have heard that some Rayman community discords have been running custom challenges themselves in spirit of the old system (though I haven’t been able to confirm), so perhaps not all hope is lost.

I suppose they don’t call it Rayman Legends for nothing; even while considering some minor design decisions that could have been improved, the overall game is one of the most cohesive and mechanically deep 2D platformers I’ve experienced to date that never fails to put a smile on my face. This really is one of the most replayable and fundamentally fulfilling platformers that I’ve ever played, and it absolutely deserves to be included in the conversation as one of the greatest 2D platformers of all time. It is a shame that as rich as the series has been (at least, in the two Rayman games I’ve played to date), that Rayman himself has seemingly fallen to the wayside while his creator, Michel Ancel, has been rather busy with the development hell of Beyond Good & Evil 2, until he left the project and Ubisoft altogether two years ago. Ubisoft’s been in a bit of an unsurprising rough patch since, having cancelled three unannounced games and “facing major challenges” in the form of underselling titles, so I’ll just say what’s on everyone’s mind: bring back Rayman, Ubisoft. It’s been eight years since Legends, and the boy deserves so much more. Don’t let these greats go out like this; we may still have the classics, but future generations ought to know that once upon a time, there was once (and perhaps still is) a platforming legend that reached the heights of Mario, Donkey Kong, and so many others while always remaining true to itself.

Rayman Legends is a work of art and one of the most criminally overlooked games ever made. Not underrated, overlooked. Everyone who played this game from critics to casual fans has mountainous praise for it, but Rayman has been hugely irrelevant since due to Ubisoft's neglect of the IP and thus it's become somewhat of an afterthought.

Rayman Legends is so creative and so unique. There are so many original ideas in this game but it doesn't get lost in them, they all serve the core purpose of 2D platforming. Even the water levels are gorgeous, control well and don't even have you spending that much time in the water - the world in which they're prominently featured is a James Bond super spy-themed series of levels where you spend as much time infiltrating an underwater base as you do swimming.

There's an entire world based around food but ALSO based around Día de los Muertos (the Mexican Day of the Dead) where you jump through giant falling fruit whilst also fighting off Sombrero'd skeletons, it's insane. You've never seen theming like this in a 2D platformer before.

Whilst pulling off some of the most artistically creative theming you've ever seen, it also manages to be a great game at its core. Rayman controls beautifully, he has a great moveset and sense of momentum and the levels are designed as such that you can blast through them like it's a 2D Sonic if you get good enough. Its difficulty scales harshly, but fairly. This game gets HARD towards the end, but never unfair, and a generous checkpoint system encourages you to keep trying since you won't be losing a lot of progress.

Just play this game. It's cheap on Steam nowadays, and it was re-released on Switch. It's so good, such a masterful work of art and it's a shame I don't hear its name thrown around more in the GOAT conversations like I think it deserves.


About as hit and miss as it gets. I appreciated the message and elements of the execution of this quite a bit, but it gets weighed down heavily by some pretty poor writing. The constant “fake deep” dialogue, mainly from the main character, made my eyes roll most of the time.

Really wasn’t a fan of the gameplay at all either. It takes a lot of inspiration from P.T. (definitely threw a few references to it throughout the game) with its walking sim horror gameplay, except they decided to throw in a bunch of shitty chase sequences, which became kinda frustrating by the end. This two hour demo has about 6 chase sequences with basically the same environment and monster that chases you.

Graphically, the games environments are absolutely stunning, almost photorealistic at times. The art direction really makes for some memorable shots as well. A lot of care was obviously put into that aspect.

I was getting hopeful that the game was going to switch it up and move towards the more occult-based story that the first and third games focused on. You begin finding articles referencing witches and curses, however, it doesn’t amount to anything other than making the protagonist question the suicides that the game is centered around. Ultimately, that aspect doesn’t get explored at all.

Overall, a little bit of a disappointment. Apparently Konami themselves developed this, which makes me a bit concerned that this is the direction they are hoping to take the franchise. I still have some hope for Townfall and f though, as they have some strong names behind them, so I’m praying that they don’t take the surface level approach to psychological horror that this game/demo did.

A great horror game that mostly holds up to this day. Took me some time to get used to the tank controls, but it eventually became second nature. The game doesn't rely too much on jumpscares and lets the atmosphere do the work. However, it tends to pull some cheap shots on you with the enemy placements towards the later parts.
I prefer the second game in terms of story, but the very first outing in the town of Silent Hill still managed to impress me with its masterfully composed spooky vibes.