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5★

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Best Friends

Become mutual friends with at least 3 others

Clearin your Calendar

Journaled games at least 15 days a month over a year

2 Years of Service

Being part of the Backloggd community for 2 years

Shreked

Found the secret ogre page

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Gained 3+ followers

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Voted for at least 3 features on the roadmap

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Liked 50+ reviews / lists

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GOTY '22

Participated in the 2022 Game of the Year Event

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Journaled 5+ games in a single day

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Journaled games once a day for a month straight

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Played 250+ games

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Journaled games once a day for a week straight

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Played 100+ games

Favorite Games

Bloodborne: Game of the Year Edition
Bloodborne: Game of the Year Edition
Fallout: New Vegas - Ultimate Edition
Fallout: New Vegas - Ultimate Edition
Disco Elysium: The Final Cut
Disco Elysium: The Final Cut
13 Sentinels: Aegis Rim
13 Sentinels: Aegis Rim
Butterfly Soup 2
Butterfly Soup 2

378

Total Games Played

055

Played in 2024

182

Games Backloggd


Recently Played See More

Dead Cells
Dead Cells

Apr 25

Stardew Valley
Stardew Valley

Apr 25

Tactics Ogre: Reborn
Tactics Ogre: Reborn

Apr 24

Synthetik: Legion Rising
Synthetik: Legion Rising

Apr 24

Final Fantasy XIV Online
Final Fantasy XIV Online

Apr 24

Recently Reviewed See More

This review contains spoilers

"No Sam you don't understand, killing children in the middle east is actually progressive if the soldier who kills them is homosexual"- Lonnie, probably.
Gone home suffers two problems, both of which can probably be atributted to being one of the first games in the indie boom of the 2010's.
The first is that notes as your main narrative device was already pretty overused in the 2013, nevermind today (and its not that im bothered by reading, I love reading in videogames, but only if what I'm reading is well written), but i would be willing to forgive the game for this if what the story , or at least its themes, were interesting or complex.
And this is the second problem of Gone Home, when it came out (heh), queer narratives in videogames were still in its infancy, so I suppose you could actually be surprised by the most basic possible iteration of "two teenagers of the same gender who don't fit in fall in love, the parents of one of them don't approve so they both flee together", but nowadays not only is this bland, but you can kind of see it didn't have any thought put behind its queer narative aspirations beyond young homosexual love.

Don't get me wrong, there is nothing wrong with that kind of story, but when the game tells you explicitly that Lonnie, a lesbian teenager in 1995 who supposedly hates authority, is perfectly fine with offering her soul to the biggest military industrial complex in the world, one which not only finds her repulsive on an ideological and personal level, but will command her to exert unbelievable violence to poor and oppresed people, some of whom might also be queer, AND THEN the game pretty much glosses over it and says the only reason she didn't enlist in the end is because she loves Sam too much makes me think the only reason they made her want to be a soldier is because it's probably the least """""traditionally feminine""""" job aspiration without much more thought behind.


Retired because messing with mods and the stupid fucking dyndolod deleted my saves and I don't feel like starting again.

I think the reason most people hate skyrim is that they view it as an rpg. And honestly? Yeah, it is an horrendous rpg. But, if you ignore the false advertising that tries to convince you it is rpg, and start viewing it as an exploration game with very light rpg elements, you can have a great experience travelling skyrim, as it's indeniable that journeying across it at night while secunda plays and you contemplate the moons is a very satisfying experience.

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

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

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

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

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

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

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


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

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


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