161 reviews liked by MightyZinger


“Starfield” is the game with the most vacuous arguments I’ve ever seen, primarily due to its absence on PlayStation 5. This has ignited an unending fire among PlayStation enthusiasts and general Bethesda haters.

The term “loading screen simulator” sounds so absurd that I struggle to find words to describe it. Bethesda provides players with a vast open world where they can explore various accessible locations. Additionally, about 90% of the objects within the game world move independently. Unlike previous Bethesda games, where you could leave an item somewhere and find it in the same spot 100 hours later, this meticulously designed game is impossible to create using any game engine other than Creation Engine. Furthermore, delivering such a game design to players without loading screens is also practically unfeasible. Trying to explain this to the audience who reveres games like “Red Dead Redemption 2” and “Cyberpunk 2077,” which inundate players with scripted open worlds, is futile—even if you manage to explain it, they won’t understand.

Considering the game’s size, the graphics quality it offers is truly top-notch. It’s an ideal game for virtual photography. You can explore the vast universe, going anywhere your feet take you, and experience exquisite visual quality within the limits of your hardware. On a 4K TV, you can fully appreciate this level of detail. Before the game’s release, they repeatedly emphasized during presentations that “Starfield” would create a new genre with a “NASA-punk” style. However, the audience, accustomed to monotonous thinking, responded with unwarranted negativity. Seriously, what were they expecting? A lunar amusement park on Jupiter? The game’s primary theme revolves around exploration, and it strives to achieve this in the most realistic way possible. Even someone like me, who isn’t particularly space-oriented, found themselves drawn into the game. Not only does it allow free movement within the explored areas, but you can also build your own outpost. I’ve seen some truly dedicated content related to this aspect online.

Surprisingly, instead of an alien theme, “Starfield” delves into parallel universes. Bethesda exceeded my expectations, and they executed this concept beautifully. After NG+, you have over 10 variations to continue playing. They’ve gone beyond side quests; in fact, the main quest felt like a side quest. By the time I started the main quest, I had already spent 100 hours in the game, and afterward, it felt somewhat lackluster. I agree with the criticism regarding the main quest—Bethesda fell short here. People expect at least “Fallout 3” quality, but that level of quality seems to have shifted to the side quests.

“Starfield” might be the first game where Bethesda has genuinely designed weapons. Each weapon feels distinct, and the overall quality is palpable. The combat aspect also bears the mark of id Software—it’s a delightful experience without unnecessary gimmicks like VATS.

Critics who complain about the lack of fast travel in “Starfield” seem to forget that the game’s vastness would suffer if they included it. While interplanetary travel without fast travel is possible, it would significantly diminish the immersive experience. Personally, I appreciate that it doesn’t flow too smoothly—watching a horse run in a cutscene in “Red Dead Redemption 2” was far less engaging than the grav jump in “Starfield.” Given the game’s expansive environment, it’s a reasonable choice.

The space ship combat mechanics are exceptionally well-designed. Customizing your ship and engaging in space pirate mode was enjoyable. Although the fundamentals are straightforward, the space battles provide a satisfying experience, especially when the difficulty increases and puts players under serious stress.

As for those who get anxious during planet landings and takeoff cutscenes, they clearly don’t understand the game design. The situations I mentioned earlier necessitate these cutscenes. Thankfully, Bethesda didn’t simplify the game by sacrificing content. It was a smart move.

Lastly, the game’s vast playable area is ideal for future DLCs. We’ve seen how “Fallout 4” transformed its lackluster map with DLCs, and “Starfield” will likely follow suit, especially with the first DLC, “Shattered Space.”


my first metal gear, its upsetting how so many people ignore the game itself and prioritize how it very narrowly represents something that is hardly in the game itself. of course everyone can have their own interpretation, i just think its better looking at it through the lens of identity rather than "twitter bad"

Just make a new Last of Us at this point.

Okay last entry in the Metal Gear Survive doesn't exist

overshadowed by hype. great game

The graphics aren't the best and its a little outdated in ways but that also gave the game a nice charm, spent around 50 hours in it and enjoyed it a lot. The story surprisingly picked up and became interesting. The combat and gameplay loop was fun too.

great game. for clowns to play while they prepare for the circus

Just like Dreamland 2, the first time I fully beat this game was in 2022, directly after Dreamland 2 actually. I first played this years ago when I got an SNES classic, and thought it was cool. But I'll come out and say it, I never really digged the whole multiple bite-sized campaigns in one shtick. I had a greater appreciation for this game, when I played it in 2022, due to some of the series staples it added. But even then, it wasn't one of my favorite Kirby games. How do I feel about the game now though? Basically, the same tbh. Though, when compared to every Kirby game that released prior to this, I'd say it's the clear best.

The biggest improvement, and this would be a Kirby staple once Return to Dreamland released, is the expanded move set. No longer do you only have a single move per copy ability. Now, depending on your directional inputs on the d-pad, you can use several different moves per copy ability. This is a fantastic addition, and probably my favorite aspect about this game, as it makes beating each level more fun. Both of the fire abilities that were in Adventure, are now in one and the one that would turn you into a fireball is your dash attack. Spark, which was a staple in Adventure and Dreamland 2, isn't even in this game and was basically replaced by Plasma (which is all around better because of the electric shield you can get). The copy abilities in general, are really good in this game. You have your series staples like sword, hammer and all that. But then you have new ones like Bomb, Mirror and Yo-Yo which are all really awesome. Compared to prior games, the amount of copy abilities in this game is massive and I think it even rivals some of the modern games. You can also, at anytime, turn whatever copy ability you have into a little NPC helper. This was a fun addition and let's you play the game with two players? I actually never tried it out myself, but I assume you can do that and not have the multiplier be regulated to the minigames.

I am a Dreamland 3 fan, and while I prefer how that game looks visually, Superstar still looks really good for an SNES game. The game is full of that Kirby personality, whether it's with Kirby himself or the enemies he faces. The animations on some of the enemies in this game are just really expressive, and that includes the bosses as well. They're all very charming, especially the computer virus boss, that one is very witty. Some bosses are better than others (I really hate fatty whale) but most of them are pretty fun..especially with the expanded move set.

Now for the meat and potatoes of this game, the game modes. This is the part of the game I'm not much of a fan of. The game consists of 9 modes in all. 4 of them are normal Kirby campaigns, 3 of them are short minigames, 1 is a weird campaign that is more akin to a Metroid game and the last is a boss rush basically. They're all mostly fun in their own right, I just much prefer a more focused, full sized campaign since even with the longer modes here, they just don't stick in my mind as much. I'll delve into each mode though and explain my feelings on every one of them.

Megaton Punch is a short, button timing mini-game where you must see who creates the biggest crack on Popstar. It's very short and humorous to watch, but there's not much to it. Samurai Kirby is basically a remake of the one western minigame from Kirby's Adventure, and it's even more simple to play. You just press the A button faster than your opponent but I swear I just can't do it, even on the easiest difficulty. I always lose to Meta-Knight at the end. It's alright but I prefer Megaton Punch. The last mini-game is Gourmet Race. I won't get into the staple song just yet, but know it's my favorite of the three minigames because of its music and because its fun to race Dedede (and to see his reactions to you winning).

As for the normal campaigns, the first one is Spring Breeze. Not much to say here, it's the shortest of the four and is basically just a remake of Dreamland 1. It's actually even shorter than that game since it lacks the reused portions of levels before Dedede. Dedede is also super easy in this version compared to Dreamland 1. Dynablade is a little longer than Spring Breeze, but not by much. Also don't really have much to say here either, it's a pretty uneventful set of Kirby levels. Revenge of the Meta Knight is a lot longer than the previous two campaigns, or at least it felt like it was. It has Kirby trying to stop Meta Knight and his crew. The level takes place, mostly, in his ship as you destroy it. It also has the most dialogue in the game, because of his crew members, and it's very charming because of them. This felt like the most unique of the normal campaigns and it was definitely my favorite next to the final one. The final one, Milky Way Wishes, has Kirby trying to stop the sun and moon from fighting, which Kirby must make a wish using Nova (this cat face clock thing) because this fella Marx told him to. In the end of the adventure though, Marx dupes you and takes the wish for himself and you have to fight him. This one probably has the most stakes out of any campaign and Marx has a really cool design. I also really liked the space theme and I really really liked the copy ability mechanic. Basically, you can only get copy abilities from these pedestals hidden throughout the world, but once you do you keep the ability forever and can freely switch between any you've gathered at anytime. Thinking about it then, this is probably my favorite mode in the game..it would've been really cool to see this one fleshed out even more though since it still isn't very long.

As for the other two modes, The Great Cave Offensive is different from the other modes. It acts as sort of a metroidvania, where the goal is to explore each section of the game for treasure. You can backtrack freely which is unusual for a Kirby game and is why this one feels different from the other 4 campaigns. It's fun but getting every treasure can be a pain, and pretty much all of the bosses (which you would first see here) get reused in the later campaigns. The last mode, which you unlock from beating every other one, is the arena. This is the boss rush I mentioned earlier, and it's a staple in like all of the modern Kirby mainline games. I actually didn't beat it this time, I gave it like 10 go's, but I did beat it back in 2022. The copy ability you want to use is definitely hammer as it does the most damage. The arena is usually the hardest part of the modern Kirby games and that's no different here, as you have to defeat every boss in the game with only 5 Maxim tomatoes for all of them. It's not totally my thing but it's a decent inclusion nonetheless.

The OST is good, as most Kirby games are, and the standout of course is Gourmet Race. It's one of the most well known Kirby songs for a reason (besides becoming big because of Smash) and yeah it's pretty awesome. The rest of the OST is good too, but this was my favorite new song, as this game continues the trend of remixing a lot of older Kirby songs.

I'm not crazy about this game like some other Kirby fans are, due to the multiple campaigns, but I can't deny it added some great series staples like the expanded move sets and the arena. While not in my personal top 5, at this point in the series this is definitely the best Kirby game thus far. Fun time overall!


I know I said Block Ball was close to being one of the best spinoff games I played in this Kirbyathon thus far, until it kinda shit the bed a bit in the endgame, however I think Kirby's Star Stacker actually is the best Kirby spinoff up to this point (behind Dream Course at least).

It's a puzzle game, like Kirby's Avalanche, except this game is way easier in general than Puyo Puyo. Because I suck at Puyo Puyo, I found this more fun. Instead of having to set up complex combos to defeat your opponent, you just have to clear lines with stars in them to beat each stage. Combos are a thing in this game, and they also give you stars depending on how long they are, but they are way easier to perform in this game and technically aren't necessary to beat a stage. Something I do like about these combos tho is, once you start racking up combos, it throws out stars that can get you more lines if your animal buddies are in the right spots. Speaking of them, that's who you're lining up with the stars. Kine, Koo and Rick along with the stars are the main "blocks" in this game. They have a sort of chibi look and it's super cute. There are other blocks too to mix the gameplay up, like bomb blocks that clear a whole row, these blocks you must clear in a line to unlock a star inside and blocks that act like stars but don't give you stars. Use all these blocks efficiently to get the required number of stars you need. It's honestly pretty fun.

Outside of this main mode, you have a VS mode you can play with a friend. Obviously, I didn't touch this, but the other two modes, I did a bit. Those are just clear as many stars as you can till you die, and clear as many stars as you can before time runs out. They're fun little time wasters and just add more content to the game.

This is yet again, another game I technically didn't beat. The game had four difficulties and I beat them all. It got pretty tough at the end of the fourth one, but I was able to complete it. Then a hidden fifth difficulty unlocked, and it had 50 levels! The other difficulties prior only had 16 levels each (besides the easy mode which had 8). I beat the first level of the "insane" difficulty and decided I had my fill, as I probably would start to dislike the game if I did all 50 levels lol.

Not much to say with this one, despite it being one of the better Kirby spinoffs. It's just a fun little time, and more fun than Puyo Puyo imo. I know there's a Super Nintendo version, so if it's just like this game but with improved graphics and music, I know I'll enjoy that too!