I’ve been struggling a lot on what to say about this but in all honesty I just haven’t felt this fulfilled by a platformer in ages. About as perfect as I could’ve ever hoped, and an experience that genuinely made me feel like a kid in how unabashedly excited and mechanically fulfilled I was. Idc how annoying you think it may be now, it’s just the best.

Missing a lot of the charm of the original’s aesthetic, and Ocarina deserves to be played on the biggest TV possible. But God idk if I can ever go back considering just how much better this one feels. Made me realize how much of a curmudgeon I was to think this was anywhere near the bottom of the series in terms of quality. It’s “overrated” for a reason.

Would be better if like half of the villains were left out. The Raft section and taking out the guys that broke out halts the game’s pacing for not much reason. Also fuck Silver Sable I never wanna see her again.

Much better than the first but fuck the last few levels. Can’t understand the purpose of just removing any and all fun at the end of a game like that.

Nearly unplayable split screen coop on original hardware but god it hits so fucking good when the frames don’t tank.

[Master Mode]

Still incredible 6 years after the fact. Unbelievable that this series has been around for nearly 40 years and is still revolutionizing the art form like it’s nothing. Can’t fucking wait for Tears of the Kingdom.

Got some really annoying story moments and often bad dialogue but God if this isn’t just incredible to play. Near perfect blend of rhythm and hack-n-slash mechanics with just enough spectacle to bring it all together. Feels like a mid 2000’s game in the best way possible.

Big step-up from the first game in terms of visuals, cinematics, gameplay variety, story (for the most part), and all that jazz. When this game hits it’s incredible. However I feel a lot of this falters a bit in terms of both polish and hardware limitations. I could just suck, but often missions randomly ask for ultra precision and extreme caution that feels so foreign to the core gameplay loop of the series. It’s cool for that the game is challenging in unique ways for every level, but when I’m playing Halo like Uncharted and then immediately get bum-rushed by a horde of brutes as if I should’ve known to rush through myself, then I get pissed off I’m sorry. Still really fun but God I have trauma from fucking Gravemind and Uprising.

Incredible follow-up to the second game and honestly one of the best FPS campaigns I’ve ever experienced. Everything feels buttery smooth and beautifully tactile to where the game almost has more of a sandbox feel to how you can progress thru stages. That especially is the case when extra weapons and new gadgets are brought on. I honestly just wish it were longer even tho the pacing is nearly perfectly. Just a phenomenal game all around.

A beautiful wrap-up to one of the greatest trilogies of games I've ever played. With every passing hour I found myself just enamored with how easily likeable and intriguing every character is here. Matthew is yet another fantastic protagonist from a dev team that has constantly written up some of the best RPG characters out there. And the actual story, while being a bit heavy-handed on the fanservice side, still hits some incredible highs that are revelatory for how I think back on the entire series before. It's also just unbelievable fun and addicting to play. I genuinely can't believe how MonolithSoft continues to improve on their abilities as designers and create constantly engaging gameplay loops in such massive RPGs. Genuinely phenomenal.

A better 2. The writing isn't as compelling but the gameplay improvements and more varied environments, along with arguably the best set pieces in the entire series (including 4) brings this up significantly.

Definitely the best entry in the series as it brings a level of tonal maturity to center of its entire design philosophy. I enjoy the other games a lot but this feels like a completely different league altogether in terms of gameplay, dialogue, structure, and narrative. At the risk of sounding like a hack, you can very easily tell that this was made by the people behind The Last of Us. And while that does bring on some unfortunate side effects (like with the somewhat bloated pacing and rejection of the sillier, more "game-y" quirks of the past titles), I think their philosophy works overall in this game's favor.

In terms of art direction, music, and general vibes this game is stone-cold perfect. I can barely think of a single other game (or piece of media for that matter), that integrates that Y2K punk/hip-hop aesthetic just as well. As a hangout game this works practically flawlessly, which is why I'm glad they got rid of the score rankings and timer of the previous entry. However, I do take issue with the fact that they didn't rework the central control of this game that expects so much more out of you. The stage design has seen such a grand improvement here, verticality and intersecting paths leading the core design here helps bring much needed cohesion to the world. Yet that kind of design becomes frustrating when you're spending 20 minutes trying to get to the last graffiti tag cuz the stage map is incomprehensible and the floaty controls make it extremely difficult to be precise with your movement. I understand the reasoning behind this control style, and it does help for accessibility and generosity with rail grinding, but I do believe there should be a way to manually increase precision and cut back on the floatiness when necessary. This is why I am excited by the idea of a potential sequel, but in all-honesty I do wonder about the purpose of such a follow-up when a game like Bomb Rush Cyberfunk exists (though we'll see when that comes out).

I’ve fought FromSoft bosses that were less stressful than that final fight with Doc Ock. Dear God.