W fan port, Sonic Team needa pull a Taxman and hire whoever made this asap

”But soon, the flames will fade, and only Dark will remain.”

What’s there to say about Dark Souls? It’s unlike anything I’ve ever played. It’s brutal, but rarely unfair. Oppressive, yet oddly encouraging. Terrifying, yet magical. Like the deceptive warmth of the First Flame and the unearthly chill of the Abyss, Dark Souls strikes a near-perfect balance of tension and reprieve.

Every death you experience feels like a proper punishment for screwing up. As soon respawn at the bonfire, the first thing on your mind is basically, “Alright, let’s do this one last time.” That’s what makes Dark Souls so addicting. The cycle of trying your best, dying, learning from your mistakes, and trying your best “one more time”. Because despite the punishment, you can tell that the game wants you to succeed, so it feels like every respawn is just another chance to get it right this time.

The combat is awesome and probably the best in any game I’ve played. It’s slow, but it’s deliberate, intuitive, and masterfully executed. There’s so much depth thanks to the different types of weapons and how they scale with your stats, allowing you to craft your fighting machine, your perfect undead warrior. Every successful encounter feels like a victory, whether it be one enemy or a room full of them.

The bosses. Oh man, the bosses. Not all of them are winners, but when they hit, they hit home fucking runs. The Asylum Demon is the perfect introductory boss. The Taurus Demon builds off of that. The Bell Gargoyles ramp up the challenge. Ornstein and Smough are the ultimate test to prove your worth as the Chosen Undead. Sif may not be difficult, but the whole fight is one hell of an emotional gut punch. The Four Kings are a mad dash to kill them before they kill you. Knight Artorias is a frantic sword duel against the greatest hero in Lordran’s history. Manus is darkness incarnate and holy shit does his fight feel like it. And Black Dragon Kalameet is the perfect optional superboss to prove that you have finally gotten gud.

The story takes the Metroid Prime route of “minimal, yet deep”. You’re basically just wandering across a kingdom killing whoever you’re told to, but the sheer level of detail present in the item descriptions, backgrounds, and NPC dialogue gradually expose the sheer tragedy of Lordran and its fallen leader, Lord Gwyn. I won’t go into details because it’s confusing as fuck, but it’s an appropriately dark and brooding tale that perfectly fits the game’s tone and leads to an inevitably bitter conclusion, regardless of what path you choose.

Oh, and the LEVEL DESIGN. The world of Dark Souls is intricately designed and takes a Metroidvania style approach by having the entire kingdom be interconnected. You gradually unlock shortcuts, keys to new areas, fast travel, and new powers to help you progress. Not to mention, there are tons of great individual areas, with Anor Londo, Sen’s Fortress, the Duke’s Archives, the Painted World of Ariamas, and basically everything in the Artorias of the Abyss DLC being some of my favorites. Hell, I even liked areas that most people hate. I thought all the ex-bosses littering the Demon Ruins were a great reminder of how far I’d come in my journey (also, the sight of an entire canyon full of Taurus Demons just standing there is incredibly funny to me). I also kinda liked the limited visibility of the Tomb of the Giants and how it forced me to manage my resources so I could keep my lantern in hand. I get why other people hate it, but I’m not other people, so I liked it.

However, Dark Souls, like any game, isn’t perfect, and it definitely suffered due to rushed development. The Crystal Cave and three of the Lord bosses feel undercooked. Lost Izalith is a boring as fuck area that I simply cannot defend. And don’t even get me fucking started on the fucking BED OF CHAOS!!!!

Nevertheless, the highs of Dark Souls are so high, so numerous, and so frequent that they completely drown out the lows. It’s just too much fun, and I’ll definitely be having even more fun playing it over and over in the future.

Uka Uka be doin my boi Cortex so dirty, give that mf a raise smh 🤦🏽‍♂️

FUCK YEAH F-ZERO‼️‼️ VROOOOMMM KSHHH ⚡️⚡️💥💥

I’m glad they finally added this Nintendo Switch Online. It’s simple, but addicting and fun, proving that the F-Zero formula has been rock-solid from the very beginning.

That was fun, but now my fingers hurt. Good rail shooter gameplay that reminds me of the arcade games my cousin and I used to spend all our tokens on at the bowling alley. The story and worldbuilding are surprisingly great without distracting from the gameplay. Graphics are good by N64 standards. It’s also pretty short, but has a lot of branching paths, which is great for replayability.

Most importantly, though, one of the villains yells out, “Your daddy screamed REAL good before he died!” in a Nintendo game, which is pretty based.

Now my fingers really fucking hurt.

Solid start for the series, but the visuals are obviously hella outdated and the game has a serious problem with offscreen enemies and projectiles that are impossible to see coming. Still, it’s super impressive that they were able to get this behemoth running on the SNES.

I played A Link to the Past for like the fifth (sixth?) time for a Zelda marathon (alongside @NOWITSREYNTIME17, @Steinco, @NovaNiles, @QuentTheSlayer, @Ptcremisi, @zeusdeegoose, and a bunch of others). If you want a more detailed log, I highly recommend this one I did back in October, because my thoughts haven’t really changed (and I’m pretty proud of that review). It’s still an awesome game that improves upon everything its predecessors did well and it still holds up over 30 years later. I don’t have anything to add, it’s just a great game.

Reyn’s review: here
Steinco’s review: here
Quent’s review: here

This review contains spoilers

This is the second game in my big Zelda marathon that I’m doing with a bunch of other users (including @NOWITSREYNTIME17, @Steinco, @NovaNiles, @QuentTheSlayer, @Ptcremisi, @zeusdeegoose, and more).

So, I’ve done a pretty in-depth review of Link’s Awakening already (specifically for the remake), which you can read here. So instead of re-reviewing this entire game that I still love, I decided to do something a little different.

See, many people consider A Link to the Past to be superior to Link’s Awakening, and it’s easy to see why. ALttP revolutionizes the action-adventure genre and established the Zelda formula that the series would— for better or worse— follow for decades until it was tampered with by A Link Between Worlds and completely shattered by Breath of the Wild. Yet, I’ve always liked Link’s Awakening more. Why is that?

Well, the biggest and most noticeable advantage that Link’s Awakening possesses is its story. The plot of ALttP, while definitely an improvement over the first two games, is still very generic and barebones: You are the Chosen One, and you have to rescue some maidens and stop a Dark Lord from taking over the world. It’s the most by-the-numbers fantasy story you could imagine. Link is a piece of cardboard with no personality, Zelda gets kidnapped before we even get to know her, Sahasrahla is a goat but he mainly just exists to serve as a guide, and the other Maidens are literally just plot devices that spit exposition. The closest thing to an actual “character” is Ganon, who gets quite a bit of backstory, but his appearances in Ocarina of Time and The Wind Waker still do a better job delving into his origins and motives.

By contrast, the characters of Link’s Awakening, while simple, are far more charming and memorable. Link has an actual arc about learning to face reality and his fear of change. Zelda is replaced by Marin, who is an actual person with hopes and desires, as well as an adorable personality and great chemistry with Link. Tarin is her bumbling, but likable dad. The rest of Koholint’s inhabitants are very strange and quirky (it’s not every day you see a guy getting catfished by a goat using a picture of Princess Peach), but that just makes them all even more endearing. The Nightmares, while not as compelling as Ganon, still have distinct personalities, and their motives start to become more sympathetic as the story unfolds. This is all topped off by the Owl, Link’s guide and the most underrated character in the game. At first, he seems to be just be another Sahasrahla, but he has this mysterious, somewhat shady aura about him, and as helpful as he is, it becomes clear that he’s a lot more important and— most glaringly— manipulative than he lets on.

Rather than having the game’s story be dumped on the player in a series of boring text boxes provided by the yapping Maidens like in ALttP, Link’s Awakening is a mystery that naturally unfolds as you explore the island. There’s foreshadowing, context clues, and loads of environmental hints that point towards something being off about Koholint Island. It’s not hard to piece together that it’s all just a dream of Link and the Wind Fish, but the reason the twist works so well isn’t because of the twist itself, but rather how it impacts the rest of the journey. The big dream reveal occurs only about halfway through the game, at which point it becomes a legitimate moral dilemma: should Link save himself and the Wind Fish, or stay asleep and continue the dream? The people of Koholint seem real enough— especially Marin and Tarin— but we know they aren’t real… or are they? Do we really have the right to awaken the Wind Fish and end the existences of all these people? But if you don’t, the Wind Fish will be ravaged by Nightmares, Hyrule will lose its Hero, and Link himself may even die (“THE WIND FISH SLUMBERS LONG… THE HERO’S LIFE… GONE…”). Of course, in order to beat the game, you have to face these fears (as well as Link’s own) head-on and awaken the Wind Fish, which makes for quite possibly the most heartbreaking ending in the entire franchise.

Another thing that’s been vastly improved over A Link to the Past is the dungeons, which were already vast improvements over the first two games’ levels. ALttP had good dungeons, but they were still largely focused on combat, and actual puzzles beyond “push this block” and “find this key” were few and far between. On top of that, they sometimes had rooms that solely existed for the purpose of trapping the player inside to fight enemies with no reward, thus wasting their time. By contrast, Link’s Awakening’s dungeons are a never ending stream of brilliant puzzles and complex level layouts that will test your wisdom just as much as your courage and power. No room is a waste, as they all either contain a useful item or lead to other rooms with useful items. No more trapping players in with pointless enemy encounters.

On top of that, each dungeon in Link’s Awakening has its own music track, which would go on to be a staple for the series. They all sound surprisingly good, too, despite the hardware limitations. It’s a definite improvement over the exact same fucking repetitive ahh track droning on in the background of every single Dark World dungeon in ALttP.

I also want to highlight how Link’s Awakening marks the first appearance of a “puzzle box” dungeon in a Zelda game. These are dungeons that require you to change the physical properties of the entire dungeon to proceed (such as raising and lowering the water level in the Water Temple, flipping the Stone Tower Temple upside-down, or sending the Sandship back and forth through time). Eagle’s Tower sees you using a giant metal ball to destroy some pillars, causing the dungeon to collapse and bringing the fourth floor crashing down into the third. It’s not the most complex puzzle box dungeon, but it’s a strong start.

So yeah. Better story and better dungeons are why I prefer Link’s Awakening over A Link to the Past, even though they’re both great games. I think Link’s Awakening is a brilliant handheld debut for the franchise that successfully captures the scope of its predecessor on a tiny screen, while still improving upon it in many ways. Eiji Aonuma once called Link’s Awakening “the quintessential isometric Zelda game”, and I’m inclined to agree.

Reyn’s review of DX: here

The soundtrack in the final world goes hard.