This review contains spoilers

The ending was really good. I like the story concepts. Ganondorf's speech at the climax that gave depth and compelling motivation to his character hit hard.
"I coveted that wind, I suppose" unironically goes so hard and will not live in my head rent free.

The gameplay and stuff is fine. The dungeons are not as good as ocarina. Exploration and stuff is cool. Lots of issues though.

OoT > BoTW > WW

This review contains spoilers

Time to Play: 40 hours 24 minutes

Played Project Restoration Patch on Citra.

I really liked this game. The vibe of everything combined with the interesting mechanics and the stories and the characters and the themes. It was all just great.

The one moment that really sold me on it, more than anything else was the side quest with Anju and Kafei. Once I helped Kafei get the mask, I immediately song of soared my way back to clock town and went to Anju's room to see their reunion. I waited... as the moon began to come crashing down, I regretted my decision to use song of soaring. I felt this dread, like maybe I messed up, maybe I was supposed to help him on his way back, what if this is some fucked up tragic end where Kafei dies on his way back because I didn't choose to help him. I sat there, with Anju, waiting and hoping that Kafei could make it back in time, so that these two lovers could just fucking be together. The moment when Kafei opened the door, I was so relieved. I watched as they came together and the symbol of their love, their happiness, the couple's mask was given to me. And then they say they will stay there... because they are together now they don't care about the moon overhead, not that they can do a damn thing about it anyway, so they just want to stay in each others arms for a little while longer.

Regrettably, I can do nothing but reverse time, undoing all the progress I helped make in these two's relationship. All of it was meaningless, either I undid their time together, or it's a multiverse type of time travel and they died regardless of my actions. It was pointless. All pointless...

Except it's not. I still have the mask. The symbol that their love existed, that it was real, that it was meaningful, that their happiness and union did in fact exist. This mask was the proof of that. The proof that even if the moon came crashing down and wiped it all away, it did exist. It did exist. It was meaningful, it was right, it was true.

All these thoughts swirled in my head after completing this quest and I couldn't get it out of my head for the next day.

You can say I'm over analyzing a children's game and fuck yes I am. But it's what it made me think about. That's just one of the moments I loved about this game.

There are moments like that throughout the game, and granted this moment was the most powerful for me, it's a constant throughout the story. From a mother waiting till her dying moments to hear about her missing son, to two asshole pieces of shit deeply caring about their brother, to a crying child desperate for his father's voice.

That's not even getting into the other stuff I thoroughly enjoyed about this game. Despite the dark tone throughout the game, it also maintains this whimsical child like fantasy vibe that reminds me of a story like the phantom tollbooth, the image of the goofy giants holding up a screaming moon looks like something the director's child drew one day and they were like "brilliant write that down!" and the aesthetic of the fantasy shit is just gorgeous. I love the look of Majora's mask, and all the bosses really. All the dungeons look fantastic as well. I particularly enjoyed the water dungeon and stone temple's aesthetic.

The dungeons are great. I really like the design of the dungeons. IDK if they were better than Ocarina's but i liked them more than windwakers.

The transformation mechanic is fun. Goron rolling, zora swimming, deku hopping, it's all just a vibe.

Now, I have some minor issues that are so minor I'm struggling to even remember them, but small gripes that hindered the experience from being 10/10 amazing. One of them was how ridiculously easy and honestly, boring, mechanically that the final boss was. While the vibes of the fight were fucking amazing, it was vastly mechanically inferior to both Windwaker and Ocarina's bosses, which sucks because I really liked the aesthetic of the fight. Ocarina still has the best final boss fight lol.

Current Zelda ranking: MM > OoT > BotW > WW

This review contains spoilers

There are many things about this game I really like. There was a moment when I was playing the game, namely right after the pirate ship dungeon, when I genuinely thought I might like it more than both Ocarina of time and Breath of the Wild. The dungeons are all just so fucking good man. I love them. My favorite one being ancient cistern. It's just got fucking everything man. Then you have one of the best items in the series with the beetle which is probably one of the best if not the best item in the zelda series, only beaten out by the shekaih slates stasis if we count those abilities as "items." Groose is great. I overall really like the story. Then you have ghiraham who is just such a fun character. Then you have the final fight with demise, which is cinematic and bad ass as all hell, perhaps the best final boss fight in the series (though I have to go back and fight majora the regular way to properly assess that boss). Though I do also feel like he would've been greatly benefited from a third phase. The final line about his hatred coming back in a cyclical nature leading to future zelda games is interesting as all hell.

But then... the stuff that's not that... Holy shit the moment when they were hyping up the triforce as able to be found soon on skyloft only for you to have to go back to the locations for A THIRD ASS TIME AFTER THE SACRED FLAMES FOR SONG PIECES just absolutely killed the momentum of the backhalf of the game for me. Even worse that 2/3 of the challenges for the song pieces are just... not good... The only good one is the thunder dragon one. The stealth section one with all your shit stolen and the fucking water song finding challenge were just... not fun. I was so ready for those things to just be fucking over with. The water flooding is a cool concept I guess, but it's not the type of shit I want to be doing 25 hours into the game as the final road block to the climax of the story. I was fine with the sacred flame shit because it all was engaging. Minus the final flame which was the beginning of the end because that fucking terrible escort mission. Fuck that. I got stuck on the final section because I ran out of fucking arrows. I hated that and it didn't need to be in the game.

Then there are also some fundamental missteps in the design approach to the game. Namely in how so empty and disconnected the flying feels from the overworld and actually interesting game content. It's just so weird compared to windwaker's sailing. While flying in this game is infinitely more engaging than windwaker's sailing because of the increased complexity of inputs required to even you know go forward, there is just... so fucking little to actually fly too. YOU DON'T EVEN GET THE ABILITY TO FIGHT OR DEFEND YOURSELF IN THE SKY (the spin attack) UNTIL 25 HOURS INTO THE GAME. WHAT THE FUCK. The skyworld needed way more to do. What is currently there just ain't it. The windwaker's world is miles ahead by every possible metric.

Oh yeah, Fi was very boring and annoying as a character. Their goodbye didn't really work for me until I thought of the goodbye as not "Fi" saying goodbye but "the master sword," which made it click much more for me.

One of the other metrics of enjoyment I had from playing this game though was seeing "the final traditional 3d zelda" and seeing how some stuff, like the stamina wheel, that got brought over to breath of the wild, while also seeing how some stuff are as far from breath of the wild as can be, like forcing you to do chores before you can beat the final boss. If I had played the zelda games in a normal ass order maybe I could say more interesting stuff about the progression of zelda games though lol.

Overall, I really like the game, definitely less than ocarina. I'm unsure how much I like it less than botw though, because while botw has much higher highs, it also suffers from critical flaws that prevent it from being as great as ocarina or majora's in my eyes.

MM > OoT > BotW > SS > WW

I would like to play twilight princess before tears of the kingdom but since it comes out in 4 days that's probably not happening and I'm good with taking a break from 3d zelda's after tears of the kingdom given that I've binged nearly all of them within 2 months lol.

(I didn't talk about motion controls because I played on aswitch emulator with button controls, which was surprisingly fine. I probably would've liked the game even more with motion controls because of how it would've added to immersion but I sadly do not own a wii.)



This review contains spoilers

After 125 hours, doing 144/152 shrines, exploring a significant portion of the depths, and doing a large number of the side quests throughout the game, I can solidly say that Tears of the Kingdom is a game I thoroughly enjoyed with some major disappointments that prevent me from screaming "Mastapiece!" from the rooftops from all to hear. There are an infinite number of smaller complaints that I can go over in exhaustive detail, but the real crux of the issue for me comes down to 2.5 major complaints.

The first one is that tears of the kingdom's world is not better enough from breath of the wilds to make re-exploring it a mind blowingly amazing experience like it was for breath of the wild. There are only 2 times when it truly captured that feeling for me, and these moments were met by an opposite disappointment when I realized that there was less depth than I initially thought there would be.

I am talking about the first time you descend from the sky to the great sky island, and the first time you go into the depths. Both of these moments were absolutely magical, spiritual, wondrous, moments for me. I explored both the skies and the depths for a long while with the same feeling of exploration that botw gave, but... it doesn't last because only really made a handful of content in these areas.

(Problem 1a) The depths is one biome that looks the same spread out across a large large large large map that is not so secretly a clever reuse of the already existing over world map. NOT to say that it isn't fun. I played in the depths for a long ass time. Finding the central abandoned mine was glorious... but then you realize... that kind of was the coolest thing to find in the depths (besides main story stuff and boss rematches).

The minor exception to this, the lava section of the depths, was cool, I guess.

(Problem 1b) THE NON MAIN STORY SKY ISLANDS ARE ALL COPY AND PASTED THE SAME 5 DIFFERENT ISLAND WHAT THE ACTUAL FUCK NINTENDO. This is by far the biggest disappointment I had while playing. When I realized this, it literally took a whole ass point off my rating of the game. It's so fucking disappointing that the great sky island is the peak of sky islands design.

AND I SAY THIS AS SOMEONE WHO ENJOYS THE SKY ISLAND PUZZLES. There was this one island I can recall early on in my playthrough where you had to do a little puzzle involving recall and ultrahand to drain a pond to get a chest. That island is the only design I can recall that didn't get repeated over and over and over and over. Maybe it's my fault for not going to all the smaller islands that are a blip on the map and can't be seen unless you are scouting them out with superman vision, but regardless, the biggest islands are all copy and paste, and that's such a major bumper. If there had been unique islands to find outside of the main story, that would've been dope as fuck and made exploring them infinitely more fun.

(Problem 1.5) Besides side quests, I wish there was a major missable dungeon or thing to find. Something like Elden Ring's optional legacy dungeons.

Now my second issue, they don't go far enough with the puzzles. There are some amazing puzzles that require actual thought from the player, but there are so many shrines and dungeon puzzles where I was like, come the fuck on. You had a great thing going here, you could make a whole ass dungeon out of this (a long one), but the game director or whatever must've put a time cap on how long shrines can be so we got this short little shrine that doesn't do the concept enough justice.

On the bright side, the actual mechanics are much more fun to engage than BotW with even when it's easy because of the freedom and creativity it allots.

To be anti-negative for a second, I've seen people saying the shrine solutions are still too obvious and therefore not good puzzles, but I just played the previous 3D zelda games, and most of the dungeons in those games have extremely obvious solutions to their dungeon puzzlesbut no one says shit about those games not being Zelda enough. Cough Windwaker Cough I like the puzzles although they aren't as mind challenging as IDK the Portal Reloaded mod (Portal adjacent stuff are some of the only puzzle games I've played lol)

Problem 2.5 is my major disappointment with the dungeons, which I largely liked, but are far too short and were absolutely nothing like traditional zelda dungeons. They could easily make a traditional long zelda dungeon with these mechanics and it could be among the best in the series. But they just don't want to do that with TotK I guess and that's a shame, especially if this is the only time we get these abilities in a game.

Overall, I have some more minor criticisms that are major for other people (like enemy variety is better but still not great). IDC about weapon durability. I think it works well for it's intended purpose.

MInor major criticism is that the difficulty scaling in this whole ass game sucks ass still. I stopped upgrading my health pool at ~15 hearts, never upgraded armor, avoiding spamming health (limited myself to 2 meals per fight max), and turning off sages. It feels bad that I have to run a challenge run to make the game at all challenging.

Now for positive shit:
I like the story.
Love Ganondorf.
Depths/Sky islands/Overworld gameplay loop compained with Ultrahand and zonai devices is great.
The FINAL SECTION OF THE GAME IS FUCKING GLORIOUS. From finding dragonhead island, to the spirit temple, to... (skip the mid mecha sequence), to the glorious ganondorf final battle, to that epic dragon riding climax. Definitely my top 1 final battle for Zelda games (Majora's mask final battle w/o fierce deity mask still pending though).
I love the abilities so much man. Ultrahand, Ascend, Recall, and the way they just play off of each other so fucking perfectly is just so good.
I love the side quests, they really add a lot to the world that botw was severely lacking.
The bosses (main story and all the mini bosses) are cool.
Phantom Ganon and Gleeoks are peak.
I like the Shrines.
Gloom is a great mechanic that kind of actually makes healing limiting in some way by requiring you to pay attention to prepping meals.

Back to being slightly negative I guess. The worst thing I can say about Tears of the Kingdom is that, I am glad, or should I say hopeful, that this will be the only breath of the wild sequel and that I am excited for what's next. Sure, I have no doubt the future 3D Zelda's will be open world still. I have my concerns about what feedback they will actually consider for their next Zelda, but this game was so so unbelievably close (despite being so far) to being the perfect open world Zelda game. Seeing what new direction they take from here, hell even if it's just a new open world, is exciting as fuck.

If I had my wish, I would beg the Zelda team to look at a game like Outer Wilds which has a similar philosophy to what the Zelda team seems to want for Zelda in terms of freedom and exploration, but it's such a smaller map with an infinitely more curated experience. Then I would beg them to consider restricting the player's freedom more in spaces like dungeons, like they do in Shrines. (I could write a whole ass thing about how Zelda might be pushing up on the limits of what is possible with open world game design while still retaining the identity as a Zelda game, but IDK).

Overall, it hurts me to say it since I wanted for TotK to be the best Zelda yet, but TotK is just an 8/10 for me. It didn't come particularly close to Majora's Mask for me. In spite of the side quests being improved, there is nothing like the Couple Mask Side quest, or just... everything about that game honestly. I don't know whether I can fairly compare it to OoT since they're so different. OoT is much more tightly made... but I did play Tears for nearly 10x more.... but I don't think I can put Tears over OoT when it has so many flaws that hold it back while OoT pretty much made a whole ass new genre...

Current Zelda Ranking (Pre-Twilight Princess):
MM > OoT > TotK > BotW (pre-TotK) > SS > WW > BotW (post-TotK)

(Very minor and vague spoilers unrelated to any mystery, character, or plot stuff)

I really enjoyed this game. I only have really one major criticism that I felt actively detracted from the experience and that is that all of the action scenes save for one are really bad, and the one not bad one is just serviceable. Good thing, it's the one that actually needs to land for the story to land and the others can be brushed off as gag scenes, but the thing is they are gag scenes which are used to overcome actual problems in certain routes.

It was kind of funny the first time when the fight scene got solved by porno mags but then it happens every. single. time. after.

That's not to even mention how it severely stretches believability how certain individuals can just beat dozens of enemies armed with rifles with nothing more than a melee weapon. Even if there is an attempt to justify their strength, it doesn't work as an actual action scene.

Every single action scene I had to basically go "ok, I guess their budget/time schedule couldn't be used to make these action scenes actually good so they had to resort to making do with what they had time/money for." Because it FEELS in these scenes like they were trying to get around the limitations of what they were working with. IDK the context of the studio or anything like that, but that's the only explanation that makes sense to me otherwise I really want to know what creative director would OK "Lets make all of our action scenes terrible, unbelievable jokes." It took me out of it every time.

Even the serviceable action scene has one problem that I disliked that felt like they were trying to skert by their engine limitations, but it was forgivable in the grand scheme of things.

Besides that, the characters, atmosphere, comedy, is all good. The mystery is fantastic and seeing it all come together the way it does throughout a playthrough is great.

One thing that limited the story from being 9/10 or 10/10 to me was that the main theme of the game isn't particularly complex or interesting. It's done well enough, but this game is definitely not as concerned with having interesting themes than it is having an engaging mystery and lovable characters that you care about. Which is the opposite of what sci fi traditionally is.

Another thing related to platforms, IDK if it's like this on all systems, but the Switch port performance was pretty bad for a visual novel. They have this thing where previous scenes are played in the current scene to remind you of previous events, and it takes time to load every time. Usually this is like -0.5-2 seconds, but for certain scenes characters will stop talking for what feels like 10 seconds before the scene loads and says "damn I really ate fruity pebbles for breakfast" like you didn't already know that. Sometimes the scene isn't even reminding you of anything and it's just showing a location people are talking about. And the loading screens in general can cause the flow of certain scenes to feel off. Probably/hopefully a problem limited to the switch version.

Overall great Visual Novel.

2020

TL;DR The story is amazing. If you like story based indie RPGs you need to play this game. The combat is fine, it's serviceable. Not bad at all, sometimes challenging.

(Spoilers for the general premise of the game IG, if you know nothing I would suggest going in blind and at least playing the first 2 hours)

Apparently people don't like the headspace in this game. I was consistently entertained by the whole game for the 20 hours I played the main route, and it all builds up with perfect little hints of mystery and intrigue wrapped up in a mind fuck package to create one of my favorite climaxes in video games.

Easily a 9/10. Verging on 10/10. Only thing preventing me from saying 10/10 is a general feeling of “I guess it could’ve been EVEN BETTER if the headspace in general had some more deeper connections to real life stuff.” Additionally, I still like Undertale and Deltarune more than Omori, probably a combination of nostalgia and Undertale and Deltarune being more consistently funny.

I enjoyed the turned base combat system, though the main route doesn't engage with the mechanics enough for it to be too challenging. It's no SMT game that's for sure.

I've only done the main route and ending. Will eventually do the other route and endings after I am no longer tired of the combat, and am ready to replay the same first 10 hours of content again.

There is an itch at the back of my neck I can't scratch anymore. I used to be able to scratch it, but now it is gone. Every day I yearn for this scratch to be resolved. I remember a time when this itch could be scratched. When this void in my soul was filled. When the best movement system in FPS gaming created one of the most enjoyable and memorable campaigns and multiplayer experiences of all time... In the good old days... When the world was perfect... When I was truly... happy....

I am still waiting for a better pvp FPS game. I am still waiting for a better FPS campaign. I am still waiting for titanfall 3.

(Thank you Northstar for keeping this game alive.)

More like Final Fantasy VII/10

As a shameless self proclaimed JRPG fan who has only played (and enjoyed) persona 3-5, SMT 3 and 4, I thought I should check out the often acclaimed Final Fantasy franchise, and the remake looked cool but people say the original is better and there might be some meta story stuff, and the original is one of the most iconic JRPGs of all time, so, I checked it out.

(I’ve also played persona 1 too but I hated it and I’ve play some of persona 2 and it’s on hold)*
*
(Not including action rpgs like dark souls or Nier, or turn based rpgs like Undertale or Omori)

Does it hold up without nostalgia in 2023?

Uhhhhhhh… kind of… if you mod it to shit* and keep in mind the limitations of the technology (and the context of video games at the time), it holds up pretty decently. In fact, I can clearly see why this is considered a masterpiece (by people who played it when it first came out and/or were young when they played it).

First the gameplay… It’s not very good for like 90% of the game. The real time meter filling of the action bar to represent the turns is interesting but it very rarely adds anything interesting to gameplay. The one time I remembered the game doing something with the real time aspect of the system was in the first like 2 hours of the game where one of the enemies has different attack patterns based on which animation form it’s in which you can wait out because of the system. I totally wouldn’t doubt the game does this in other times, it’s just not ever needed because…

THE GAME IS SO GODDAMN EASY FOR 80-90% OF IT. Seriously. This isn’t even the case of persona 5 “figure out the weaknesses and you win” type easy, it’s “literally 90% of the fights can be defeated using auto attack” easy. In fact, that was the optimal strategy for the first like 30% of the game until your MP pool gets big enough to justify using spells on non boss fights, is to just auto attack and then heal out of combat the damage you take from randos. Unless there are a bunch of enemies, then the optimal strat is to have a materia combo which is magic attack + all and use that to damage all the enemies at once.

Credit where credit is due though, the materia combination stuff is interesting and it’s something I think does mostly work for the gameplay, even without having a god tier knowledge of the game, there is some level of strategy that can be found in mixing and matching materia combinations to create your own types of characters out of your party members.

There were only a handful of sections that forced me to really think about my loadout and what I was doing to strategize and win. And I did really enjoy those sections! When this game is good, it’s good. Which is surprising for an old JRPG game because the only other JRPG game I played had a combat system that I loathed with every fiber of my being (persona 1) but IG I have my own personal issues with that. I am not going to lie though, I still think SMT 3’s gameplay is vastly superior and more fun in every possible way though maybe that’s unfair because it was 6 years later.

Summons are cool. They really add to the vibe of the game and create an epic atmosphere as you are summoning gods themselves to help you on your quest.

Speaking of vibes, that's the second thing. By vibes I mean completely separate from the quality of the characters, plot, story, themes, etc. individually. FF7 is able to create some immaculate vibes and tone through the combination setting and music alone, though also including characters sometimes. There is just this grand feeling of adventure that is captured perfectly in the game during certain moments. I am trying to be spoiler free here, but it’s hard to describe properly without examples. I think it’s clear from the opening scene alone that FF7 is capable of creating a great tone and setting. Especially when you keep in mind this was a PS1 game, and was the first 3D final fantasy, this thing must’ve been mind blowing back in 1997.

Unfortunately, it’s not 1997. While the game is great at creating vibes sometimes, other times it’s not and it definitely shows its age. This is especially true during the slower parts of the middle of the game where it feels meandering. While the plot is always progressing if you are following the main quest, it isn't nearly as exciting or interesting as the opening hours or the second half of the game is.

Though, that is getting into the third thing which is the story. Which is good… it’s fine. It’s like… there are flashes of brilliance, moments that I really like, not many of the emotional beats hit super hard for me, mostly just the epic vibes. The big spoiler (if you know) didn’t do anything for me partially because I knew it was coming but just because. IDK if this is because of me personally or because the old graphics make it harder to be immersed or if the story writing building to that point isn’t good enough to get me to feel anything, but I felt this way about most of the times that FF7 tries to be emotional. Sometimes the game medium holds it back from what the game could’ve been if it was like a novel or something.

Speaking of novels, I guess the reason why I can’t call it a masterpiece of storytelling is because I’ve read(/am reading) better fantasy novels. I guess the sci-fi aesthetic is unique though and it’s cool. It’s really cool. Again, I like the game, I just don’t vibe with enough to call it a masterpiece.

Overall, TL;DR is FF7 good? Yes. Shocker. Well known and beloved game is in fact good. Is it a masterpiece? Possibly for you. Should you play it? If you like JRPGs, yeah.

Solid quick indie horror exploration game. It kind of has everything you could ask for from a game like this. It has some brilliantly executed horror, fun characters, interesting scenarios and visuals, fun puzzles/exploration gameplay, and some solid thematic underpinnings regarding work, capitalism, meritocracy, and the idea of "making it."

There are some things that aren't explored that might be disappointing at a cursory glance, but the things it doesn't explore for the most part seem intentionally so. Though, this is only if you do all of the endings/routes. Otherwise, it will definitely feel like something was dropped. This game needs to played through more than just the main ending to truly begin to get a grasp of what is actually happening, or to be satisfying.

Definitely worth anyone's time if you're into these types of games.

1993

The path of the righteous man is beset on all sides
By the inequities of the selfish and the tyranny of evil men
Blessed is he who, in the name of charity and good will
Shepherds the weak through the valley of darkness
For he is truly his brother's keeper and the finder of lost children
And I will strike down upon thee
With great vengeance and furious anger
Those who attempt to poison and destroy my brothers
And you will know my name is the Lord
When I lay my vengeance upon thee

It's more cuphead and cuphead is great so you know...

This is the game equivalent of a thought provoking and heavily environmental sci fi short story, and it does a pretty damn fine job of doing that while having some excellently designed puzzles with it's cloning and swapping mechanic.

If you are into that type of sci fi and are looking for a short game to scratch that itch, the Swapper is a great choice.

People who are into Kaiju battles, I get it now. I didn't get it before, but I get it now.

I played this for ~90 minutes (past the second boss) before I just gave up. I could forgive the overly long and meaningless text info dumps, or the meaningless open areas where all you do is move to the next area, or the terrible level design which requires back tracking in a non for literally no describable reason, I could forgive all and push through to see what it was cooking if the combat wasn't so boring. I want to like it because the art and the music, and the atmosphere seems cool, but the combat man, it's just... it feels like a worse version of hollow knight. And not even like peak hollow knight but like early early game hollow knight.