92 Reviews liked by SnoicandKnackles


Even though I greatly enjoyed my time with this game after a three-year wait, I still felt unsatisfied. I guess that's what I get for setting unreasonably high expectations.

I will say that they hit the nail on the head with the aesthetic and music! There's really good tracks like the main menu and the three Hideki Naganuma songs.

Even with the new mobility options that help you maintain your momentum, I still wish that the trick system was a little more technical than "Press X/Y/B in consecutive order while holding RT". All of the movement styles felt the same because of that.

If you like Jet Set Radio, you would like this, just don't set your bar too high.

this is the type of work you made when you're ready to retire from writting.

i have no doubt Kodaka will fuck it up in the future, but for now, best ending of all time

Kodaka has done it again. How much you’ll like this game is all down to how you read that. I’ve been all in on his bullshit for years now so I’m too far gone. Save yourselves.

an incredible game... until the fatigue sets in.

Maybe playing a 90 hour game in two weeks exacerbates the problem, but man... once the magic and mystique of a new area starts to fade, there's a real "Hey! This is just chores!!" moment.

I wish armor upgrades didnt require grinding dragon parts.
I wish the quests were more unique.
I wish the depths and sky islands had more variety.
I wish the koroks were less repetetive.
I wish every Ultrahand puzzle didnt have a solution lying around nearby.
I wish the shrines were more interesting.
I wish the caves weren't so samey.

That being said: the first 10 hours and the last 5 hours were incredible. Also, I played the whole thing like a full-time job because I was so enthralled. So maybe it is very good, actually.

This review contains spoilers

Tears of the Kingdom is such a difficult game for me to review and rate. My time with this game was amazing. I got about 140 hours out of one playthrough, of which the first 80 hours or so were filled with excitement. That, in and of itself, is very valuable to me. But, the longer I played, the more my opinion shifted towards my opinion on Elden Ring.

Open world games have become very popular over the last few years, and I completely understand why. Players feel like these massive worlds have so much to offer, which makes their investment of 60 to 80 dollars more valuable. Not only that, you have the freedom to do whatever you want and however you want it. To me, that's the absolute best aspect of open worlds; I get to go "WOW what is this!" around every corner.

Afterwards, though, it loses its magic very quickly. Elden Ring, Breath of the Wild, Tears of the Kingdom, Skyrim, and so on and so on, all face the same problem: their massiveness and ambition need to be filled up somehow, but the developers do not have enough time to actually do this uniquely for every aspect of the game. Assets get re-used over and over and over again, to the point you actually get sick of seeing them (namely the 1000 new Koroks I could not give a fuck about, as well as the last 80 Bubbul gems without reward). Bosses, main storyline bosses and enemies are copy-pasted in the most random spots, just to fill up the void. NPC's behave very similarly and offer the same type of sidequest for little to no reward, and often these games are poorly optimised as well (TotK suffers from this immensely, more so than needed in my opinion)...All of these reasons make it less likely for me to enjoy playing the game after completing them. The sky islands and the depths in TotK are literally nothing but the same thing stretched out for miles, occasionally rewarding you for exploring them with a cool nostalgic outfit. Major story bosses from all 5 temples are just randomly copied into the depths, which completely remove their magic. 50% of the quests are fetchquests that require you to have 10 of a specific item, which I often already had. About 20% of all 152 shrines are Rauru's blessings. I could go on, but I think you get the point.

Now don't get me wrong, open world games always have something great to offer (which is why I rate them highly still). Tears of the Kingdom allows for complete creative freedom with the ability to build vehicles and other contraptions, and lets you play around with a completely new physics engine for which the limit is literally only your imagination and a build limit of about 20 pieces. It is the highlight of TotK by a mile, even overshadowing the other new fun powers the game has to offer. Comparing them to the powers in Breath of the Wild makes BotW look like an early prototype, to be honest, which is now completely killed by its sequel.

TotK improves on many other aspects of BotW as well. The dungeons are far more interesting and unique, both in how they look and play. I'm very glad they brought more traditional temples back from the dead, but with the puzzle elements that BotW used. It feels like a very fair compromise, in my opinion. They also, thankfully, feature bosses that are a lot more interesting. Too bad they get copy-pasted into the depths though. Lastly, the shrine puzzles were so much more creative and fun to solve, mostly due to the vast improvement on the powers you get to play around with. They also removed the combat shrines, which was very welcome.

More importantly, the main quest of TotK is 100x more interesting than the story in BotW. Bringing some of the elements of old Zelda games back was a phenominal move on Nintendo's part, and the story still felt unique to its predecessors despite this. I must say, however, that the voice acting in this game is still god-awful, and at times it made me want to destroy my own eardrums to protect myself from the cringe that is English anime dub. If I wasn't a fan of the Zelda series as a whole, I would have probably hated BotW and TotK for this very reason, just like I dislike most J-RPG's out there. Thankfully, Matt Mercer and the voice actors of Sonia and Riju saved the day a little bit.

The main storyline is again dispersed throughout the entire kingdom, but a little more easily found this time. The memories of Zelda that you encounter all have great significance and are a joy to watch. They made me most excited to keep playing, as well as the anticipation of the finale. And MAN, did they nail the finale in this one. The final fight was incredible and built up excitement in me that I had not felt in a long while.

However, another point I feel needs adressing is the bleak character that is Link, both in BotW and TotK. Link, my guy, you get more excited cooking something new than you do seeing your beloved Zelda again, what is that about? He literally has close to zero emotions in these games. It feels awful, because Link HAS HAD more expressive emotions in past games like Skyward Sword, where he actually cares for Zelda and wants to fight for her resurrection. In TotK, Link doesn't even blink an eye when he finds out Zelda sacrificed her life to become a dragon...Wtf is that? Yes he has always been designed to be stoic and infinitely courageous in the face of danger, but he sadly becomes a dry piece of white bread this way.

Now to the strongest point of all: the OST. Holy shit is the OST absolutely stunning in TotK. Everything fits, from bosses to dungeons to diving from the sky. In addition, the music develops and unvelopes as you progress through dungeons, fights and actions so seemlessly that you are completely taken in by what's happening in the game. A great example of this is the Gleeok fight, a very dangerous fight compared to some of the other mini-bosses found in the world. It starts off frantic and exciting, but completely changes in tone when you get the Gleeok down on the ground. It starts to feel triumphant and heroic, encouraging you to go in and hit heavy. There are also many hints to previous Zelda games in the OST, which I appreciate greatly. It's truly wonderful, and I will listen to it for years to come.

Despite the fact that I have been quite negative throughout this review, I think TotK is an amazing game, for sure. I am glad I got to experience the whole of it blindly and I will remember it fondly. But I cannot give it a perfect score. Sadly, too many small things chipped away at the joy and fun I felt for this game. Maybe open world games are less cut out for me than more flushed out, short game experiences out there.

There exists a version of this game that's my favorite ever, but for every genuinely amazing and astonishing thing ToTK does there's gotta be three ways it undermines itself, wearing all the excitement off. For a game where you supposed make your own fun, more oftent than not you have to drag this fun out with tweezers.

I will be slowly adding to this review, and it will likely end up being really, really long, but my summary is this.

Tears of the Kingdom is Domino's Pizza. I ate it sober, and the critics ate it baked out of their minds. To me, its a greasy bit of open world action that satisfies me, but never impresses. To them, its the best food they've ever eaten.

If you liked Breath of the Wild, this is basically that, but removing the sheikah slate powers with infinitely more impractical ones. Gone are remote bombs and stasis, instead you get the incredibly gimmicky recall and ascend powers. Ascend is a nice get out of jail free card in regular caves, but recall is totally useless outside of puzzles. Fuse is a cool gimmick that bellyflops the execution by making the act of fusing a constant tedious process, thats required to make weapons do damage. 90% of items are useless to fuse because they only affect elemental powers and a static power level.

The Ultra Hand steals the show, essentially being a more unwieldy GMod prop gun. The main problem with this power, along with fuse, is that I expected them to be so much deeper than they are. Fuse only really adds an element or higher DPS to weapons, and ultra hand can build bridges or useless makeshift vehicles for your amusement. To make matters worse, you have to grind up useful interactable props in a gacha machine in the sky. So making your own fun is often prefaced with grinding Zonai cores to trade in.

The other big nut tap I recieved was finding out how weak the dungeons are in TOTK. Theres 4 and a quarter dungeons in the game, and all of them can be beaten with little thought in less than 45 minutes each. The bosses are alright, although too easy with the expection of the thunder boss and final bosses. If there was one god damn thing I wanted Nintendo to fix after 6 years, it was the weak ass dungeons. And they couldn't even do that.

Tears of the Kingdom is stuck in limbo. Its not fresh in the slightest, but it slaps some total gimmicks into a 6 year old game, like a 50 year old lady slapping on layers of makeup. The new powers are now my textbook definition of gimmick, its so face slappingly obvious. They seem like gamechangers for about an hour, before fading into the background for 45. The shrines exist as some form of justification for them, making cool but overly simple physics puzzles involving ultrahand.

The massive underground depths are again, cool at first. But they take way too long to explore, are butt ugly and also don't contain any substancial content. So...from a game design perspective, why even have them? It feels cynical, like making a big, second ugly copy pasted overworld will band aid the severe lack of change.

The sky islands are actually a great addition. They feel fresh, with cool geometry, puzzles and rewards, but there's barely any of them. It pains me to say that, because the thing thats all over the marketing actually works as an addition to good game, and they underdevelop them. What were they doing for 6 years??

And I don't really need to say it, but after reading countless critic reviews praising it, I need to. The story and writing is abysmal. Characters have very, very simple personalities. There's no wit or charm to the very inhuman dialogue, consisting of what feels like robots constantly congratulating each other. Way to go, Link! Zelda for example, is just a shell of a human, she doesn't joke, entertain or even try to do anything but exposition dump, as does LITERALLY every major player in the game.

I have more to say...but I'll break here for now. I wouldn't normally go this hard, but after beating it and seeing the insane 97 metascore, I feel obliged to kind of, put my hands up and say, "what the fuck, people?" Its totally good, fine, and fun enough, but so are Hogwarts and Jedi Survivor. Neither of which are worse or better than TOTK. Its like giving the Mario Movie an Oscar.

Breath of the Wild felt like a special game with a creative vision, Tears of the Kingdom feels like an unnecessary retread of it. And I say that, experiencing the new additions, feeling they aren't very meaty or interesting, and looking back at it from the end. I'm not like the reactionaries on this site who are disappointed and give it half a star. By all means, its polished and impressive by the standards of a Switch game in a post PS5 world. But it's no big shot mind blower like the original BOTW, or Elden Ring. It's not fun enough to beat out Sekiro, Doom 2016 or Hollow Knight. It's not creative or even close to as smart as Outer Wilds, Disco Elysium or Forgotten City. It's a fun mindless open world jaunt, and I'm not pretending it's more than that.

A solid 7.5-8/10 in my book. I feel like it really removed all the issues I had with the previous game but there are some issues. The biggest issue I had is something that ruined my attachment to the story. The memory system is back but they tell a linear story though flashbacks instead of them being mostly self contained like the original but in this game I had a death scene ruined for me because I apparently didn’t find the glyphs in the right order. Scattering random bits of a story around the map in an open world game that has twists to it is just asking for it to be viewed incorrectly. An issue did persist from botw in my opinion and that’s the content bloat. People often praise this game for how much you can do but I have a hard time finding enjoyment out of a lot of it especially the new underground which feels very rushed. There aren’t really many glaring / game ruining negatives here for me and I do wonder where the series is going next but I do worry that the open world style of Zelda could get very stale

Very awesome game! Love the gravity and planet mechanics, just tons of very cool ideas and concepts, Music was amazing, just a splendid jolly whimsical time indeed! The camera kinda pissed me off sometimes though but despite that pretty gud game!

Crisis Core is a very interesting prequel that adds even more to the world and characters of Final Fantasy 7. Zack has quickly grown to become one of my favorite FF7 characters, or even characters in general, thanks to this game. The pacing of the story isn't the best, but there are still some points that really shine despite this. The combat may be simple, but still very fun and satisfying. I do wish the side missions had a bit more variety, as there are so many of them that they get to be rather repetitive. The main story content is fantastic, though.

Sonic, as a franchise, has three particulars about it that really stood out to me from back when it started, three core tenants that SEGA have been routinely trying to work out how to translate forward whenever a new game comes out, and despite the initial reactions to Frontiers being a stark separation from what came before, I think it’s interesting to look at what we have in the game and how Sonic Team chose to tackle these challenges in a new way.

1. An adaptation of SEGA’s arcade score-based philosophy brought to a home console experience.
2. A response to the trends of its time period (originally inversely to Mario)
3. A means to harness what was possible with technology to be a showcase for a style of play few others have dared to replicate.

For the first point, although Sonic started as a franchise on home consoles, minus a few arcade games here and there, the first games still had a score to keep track of with ways to balance earning more by the end of levels, limited lives and continues. The highscore stuck around for years, with Sonic Adventure 2 making it a gameplay objective to earn a highscore for the mastery ranks of every level. But it’s been because of this arcade style philosophy that most modern Sonic games end up with short, elaborate zones holding levels designed to be beaten in only a few minutes but designed to be replayed over and over.

Sonic Frontiers answers this by peppering its open zones to have bite-sized challenges at around every corner. There’s very little downtime in Sonic Frontiers, which I think helps keep the pace up. Almost everywhere you look there’s a rail or a spring or a dash panel, with islands 2 and 3 in particular having a lot more height structures and being fairly large in size. Despite pop in, seeing larger, vast structures in the distance does inspire wanting to find out what’s at the top of the challenge, and there’s sometimes a bit of level fun along the way. The game has a lot of quick engagements with several rewards at the end of them, and the open zones being a flow to get from setpiece to setpiece I think is a solid gameplay loop, provided the terrain supported the potential with player expression, but more on that issue later.

Cyberspace is also there as an answer to the high score replayability of past titles, and I think conceptually they’re solid. They’re spread far enough around the world that finding one actually feels like a bit of a surprise, short enough to feel like a quick change of pace and you’ll not need to play many of them just to progress. But, to get the elephant out of the room, the only momentum these have is managing to boost off of the halfpipes and there’s only four themes to go around. It would’ve been SICK to have Eggmanland as a fifth theme, surely, they have Unleashed assets hanging around somewhere to reuse, but alas. The 2D ones I got something out of, mainly due to the bounce to air boost combo giving you some additional height and fixing the insanely speedy acceleration from Forces, but 3D feels very wrong; air control is directionally locked when trying to make platforming which leads to a lot of slippery turning and falling off the sides. I really wish they would’ve kept the Open Zone controls in these; THOSE I think felt pretty comfortable after some tinkering and it’s the main disconnect from what’s otherwise being an incredibly cohesive full experience. This concept is sound, but I hope gets an overhaul for a supposed sequel.

When it comes to being in touch with current trends, it’s far from a secret Sonic’s existence was born of attitudes from the early 90s, but continuing that down the line, Sonic Adventure 1 was constructed as an elaborate tech demo for the Dreamcast complete with an entire campaign to show off its capability for fishing. Sonic Adventure 2, and specifically the creation of Shadow the Hedgehog, feel almost prophetic for what would be viewed as “cool” during the 2000s, the kind of nu-metal emocore cool bouncing off the more spunky ATTITUDE Sonic himself was created under. Sonic 06 was trying to adapt too many things in its rushed development, the increased focus on real time worlds, physics systems, hubs full of NPC sidequests and the grandiose storytelling not overly dissimilar to the Final Fantasy X’s of the world. Since then, we’ve had Sonics focused on dual world gameplay, God of War combat, motion control sword swinging, Mario Galaxy level tubes and custom characters.

Sonic Frontiers’s hat to throw in this ring is player freedom. Past 3D Sonics have often had the issue of containing multiple different gameplay styles or arbitrary conditions players HAD to power through in order to get through to important content across the game. Sonic Unleashed was a particularly egregious example of this with its medal collecting blocking progression and often necessitating backtracking through levels. Frontiers in comparison is refreshingly loose in progressing across the world. Multiple small missions exist in Frontiers to bridge story gaps, but they’re quick and aren’t terribly taxing so players should get back into it fairly fast. That players can use a fishing minigame to help bypass walls of whichever kind of progression they don’t want to deal with the most I find to be pretty funny, when considering how the fishing minigame back in Sonic Adventure is viewed as a primary case of out of place content being outright required to finish the main story of the game. That “repeated content” in an open world game is presented mainly through quick bits of speed and platforming and light map opening puzzles instead of overly elaborate sidequests which I think, again, largely keeps the pace of the game up. Everything you can see (aside from plot progression doors) is something to be toyed with immediately, even if I wish there were more creative ways to finish sequences beyond air boosting to reach character tokens early.

There’s also a skill tree combat system, and it’s a mixed bag. The many moves can look cool and have satisfying sound design but combat itself is very simplistic, to where mini bosses need to have their own gimmick to spice things up. I like MOST of these (the Shark goes on for too long) for giving certain enemy encounters a distinct feel. It’s a combat system that’s very drive-by, in a way not unlike the classics, prioritizing efficiency and style and not effective use of button combos. You see an enemy, do the thing to make them vulnerable, get a thing and then keep running. I still prefer this to locking you in rooms within levels like a lot of the 2000s Sonic’s liked to do, yet it’s hardly deep. But I do appreciate how for the first time ever in a modern Sonic, said combat moveset is actually transferred through during the Super Sonic battles. Those go insanely hard; you have to babysit the camera to keep track of your onscreen position, but they’re the incredibly satisfying and raw energy Sonic’s been losing since the turn to more lighthearted games. The metal music tracks for these are prime workout music in what even without them is Sonic’s most varied soundtrack since 2008.

What surprised me while playing was how this freedom aspect actually ties into the plot of the game, and more specifically, the character of Sage. She’s an AI created by Eggman that routinely attempts to halt Sonic’s progress using the world’s technology, while at the same time questioning what his unfettered morals are to her black and white understanding. This parallels with Sonic’s, and in turn the player’s tenacity to go about the open zones accomplishing objectives, helping your friends recover their memories, and standing up to the giant bosses and mini-bosses. It’s through the player’s sense of progression through the world and Sonic’s interactions with his friends (for the first time in over a decade feeling genuine and not like an excuse for comedy skits) that Sage begins to question her purpose and whether Sonic’s intentions are pure despite also wanting to please her master, his longtime enemy. An actual CHARACTER ARC conveyed through the player’s gameplay in the open worlds, and I find that neat. The rest of the plot was light but pretty pleasant to experience due to Ian Flynn’s character dialogue and….some of the animations. The canned NPC animations are very stilted, but the actual hand animated cutscenes are headed back in a more actioney camera direction with expresses as much as can out of these models, with even some concept art used for flashbacks expanding the lore. The Sonic gameplay Vs Sonic lore video only got more wider after this game.

Beyond the story, there’s also what Frontiers is trying to accomplish on a tech level. As much as blast processing and lock-on technology could be seen as marketing buzzwords today, SEGA adopting them represents trying to push Sonic, and by extension themselves, as being on top of what technology can be. In 2D, the best Sonic level design still had to have branching and a sense of speed blasting through the levels, but it could be said to have been easier to craft it all considering the games were sprite based and only so much needed to be on a screen at once. Going into 3D made it harder to manage creating an innumerable amount of unique assets the player would speed by in seconds, from multiple angles and setpieces, rather than only following the sandbox trend other platformers found more comfortable. There’s few things truly like what a 3D Sonic game is capable of, but it’s a difficult beast to manage and polish.

Sonic Frontiers finally takes the step of making sandboxes the core tenant of the game while also retaining the sense of speed. While the first island is fairly small, the second island is incredibly spread in terms of content and all the nooks and crannies within the canyon of the biome while the third island is a vast set of separated landmasses. If there’s one major pro I can give the open zones in Sonic Frontiers, it’s that, with the right capabilities, you really do FEEL fast while exploring in a way that no other open world type game has even tried to accomplish. Using the Drop Dash to slide down the many slopes, power boosting to cross large portions of the map in seconds, and jumping rails at the right angle to hurdle forward through the air like a slingshot.

That being said, there are two issues with this approach. The first is pop-in, which can be incredibly apparent even on the next gen consoles where the game does genuinely have moments of looking quite stunning otherwise, with the day/night cycle. It can be a pretty jarring immersion breaker that makes it harder to gauge where to land on sometimes, even if such is thankfully less apparent during the 2D segments and cyberspace. Seeing it had me wonder if this is more an engine limitation or an actual programming issue?

The second issue is more annoying because of the potential for fun movement in the world: inconsistent reactions to the terrain. Inconsistency is something that could be said to have been associated with Sonic games for years, and as much as Frontiers earnestly tries to have the most fluid 3D Sonic experience out of all of them (never had any bugs while playing aside from briefly flinging off a structure one time) it’s hard to tell, in the game’s current form, what terrain will let Sonic fly through the air and the player subsequently trick their way across platforms, and to what terrain Sonic will cling to and fall like a rock. It can be fun when it happens, but it’s rarely of your intention. I hope this is something they’re better able to delineate in a followup.

I’m glad Sonic Frontiers earnestly looked at these core elements of Sonic to make something I think has done a lot to understand what me and many other Sonic fans personally adore about the brand despite all its ups and downs, but the future continues to be uncertain. I want them to go further, stabilize the control, make terrain more consistently reactive to your movement, have more vibrantly Sonic aesthetic open areas as the new indulgent playgrounds and if Cyberspace is still going to exist have more variety or consistent 3D handling with the worlds. But I also don’t want them to drop the format they’ve created, more serious yet still cheeky tone, Ian Flynn’s understanding of the characters and the more animesque plotting/spectacle.

But this is Sonic Team, or more specifically, SEGA glaring at them near constant. You never know when they’ll live and learn.

(ps. Someone at Sonic Team really liked Ikaruga)

The Sonic Team has finally figured out how to translate its most famous series into a three-dimensional context, but now the quality of everything else needs to be raised. It is precisely the outline that hurts a game that surely deserved more, especially more polish and more attention to certain darn details. If you're looking for something fast-paced, fresh and fun, if you're looking for a platformer that's different from the usual Nintendo games, Sonic Frontiers will probably meet all your needs. It's also a pretty substantial game: it takes about twenty hours to get to the end, and surely there are those who will spend more than that.

This review contains spoilers

Overall I liked this game for its gameplay and slight visual upgrades compared to its predecessors, but the biggest issue I had was the story. I know you aren’t really playing these games for the story and are rather playing for the gameplay (which don’t get me wrong, I absolutely loved the new gameplay and the different weapon variants were extremely fun to use), but the way they decided to take the story can’t be ignored. It feels completely random and doesn’t really fit in when compared to the other two games.

Spoilers from here forward:

The way they decided to implement the multiverse content story wise is very weird. It should’ve had more to do with paradisio and inferno like the previous entries. I’m sure the writers could’ve found a way to make a multiverse from those two realms and not used the realm of chaos as the way to incorporate it. I preferred the focus on the heaven/hell aspect of the first two games but now with these alien multiverse creatures being the main focus they basically just threw that concept out of the window (besides the occasional reference/fight). I get what the writers were trying to do in creating an enemy of the world of chaos like inferno and paradisio have but like I said the focus on heaven/hell is what the series was built on and throwing it out seemingly randomly without any setup in Bayonetta 2 (besides maybe when she travels to the past at the end of the game, but then you’d expect the multiverse to come from inferno) is kind of weird to me.

The chapters where you don’t play as Bayonetta are also pretty weak and essentially feel like filler content. The Jeanne chapters are fairly inoffensive since they’re so short but feel like the definition of filler (however the Cowboy Bebop intro reference is so good). Viola is also a topic of discussion but the issues I had with her are the same as what I have with the multiverse, very random and not set up well. They don’t tell you at the beginning her importance so when you play as her a few chapters later it feels like a chore and more filler content that you don’t care about.

On the final chapter/boss, it was legitimately the most random thing ever with absolutely zero setup. The “final boss” feels like it’s just randomly introduced at the end without any build up. On the contrary, I thought the Bayo 1 & 2 fan service was super cool when they brought in the Bayonetta’s from both previous games to fight along side the third one but at the same time it feels like they just randomly appeared for no reason. Also after completing the game you’re really left with more questions than answers. There’s almost no explanation of Viola’s story in the entire game so you feel zero connection to her during your entire play through. It’s only explained very briefly when the credits end. And seeing that she’s going to be the new protagonist of the series I really don’t like the direction they’re going in with it.

Overall I thought the game was a decent experience outside of story. Gameplay is loads of fun with the new weapons/movement and is definitely what I’d expect to see in a sequel. Same for graphics, even if it’s running on switch it looks vastly improved compared to its 360/PS3 and Wii U era counterparts. Only issue was the story and the direction they took in this game/how the series is going to move forward but nothing we can do about it now.

(Side note: loved the references to other media in this game. It references Shin Godzilla, Cowboy Bebop, Metal Gear, Metroid, Terminator, and Spider-Man to name a few.)

Didn't expect to have this much fun with a 3D Sonic game in 2022 but here we are! This game really is a fresh new direction for the series. While it may not be perfect (movement can feel janky at times, messy looking overworld, etc.) there's just so much here that works! The open zones are fun to explore and mess around in. The random obstacles everywhere may look messy, but it's really fun to platform around them to find collectibles to progress. The cyberspace levels are also really good for the most part. Possibly my favorite part of the game, the Titan boss fights. Flying around as Super Sonic, demolishing these giants with some amazing metal music just feels so satisfying! While this game may be far from perfect, it's nonetheless a great entry in a series that has been pretty rough for a while now, and I think that deserves some praise!

For the first hour or so of playing Jet Set Radio, I was fully considering dropping the game soon after. Fortunately I ended up sticking with it, because with a bit more time I finally started to see this as an absolutely fantastic little experience. At its core, JSR is also a game that felt as if it allowed me to better understand certain dichotomies between the game design approach between Nintendo and Sega and how they were able to cultivate a lot of experiences that felt remarkably distinct, each with their own pros and cons to them. While Nintendo tended to approach games largely from the perspective of having a player understand the majority of the game's systems immediately and intuitively to make for something inviting and accessible, Sega consistently seemed to more go for the approach of "Hey, the first few hours of this are going to suck but once it clicks it's the best stuff ever". This feels especially true for this game however, as getting into it proves to be a bit rough due to the control scheme feeling incredibly loose and difficult to handle, with a wide turn radius and a constant sense of momentum that means you can't immediately slow down making it really difficult to start off with as even the most simple obstacles feel like fighting against the game. However, with a bit of time, once you get used to it all, it becomes increasingly clear how so many of the mobility quirks that you have lend themselves perfectly to the level design.

For a movement system that practically requires the player to be getting a bit of a running start to properly gain momentum and actually reach a lot of higher locations, not to mention maintaining this speed for a pretty long time whether you want to or not since rollerskates just tend to do that, it needs to be complemented by level design that supports this, and here's where Jet Set Radio largely shines. Grind rails, secret areas and just your general avenues of traversal tend to be spaced out in such a way where you can flow naturally from one location to another as long as you have a general idea of where everything is. Jumps are spaced in such a way that you'll be finding yourself effortlessly perfectly positioning yourself to barely slow down after a while, it goes from something that feels like it's fighting against the player to something that feels incredibly intuitive, but then also satisfying due to the player knowing how much they had struggled at first to make even the most basic of manoeuvres. It all contributes to a feeling that the game is less interested in seeing you merely beat the stages, and instead wants you to absolutely master them.

This idea of mastery continues to be represented through the way that the enemies within the game are handled, initially seeming like pointless distractions that serve to frustrate and slow you down, but actually being utilised as a clever way to further force the player to understand the levels and plan their routes carefully from the start. Because the intensification of enemy waves is based exclusively off of how many spots you've tagged without the time taken having any bearing, planning is a far more important step to the game than it first lets on, to the point where once you figure out how to approach getting around a stage, the pacing can often feel rather leisurely, with even the most intense waves still being easily managed due to the remaining targets being simple to reach nonetheless. So many elements that initially seem like a hindrance to the Jet Set Radio's experience ultimately prove to contribute to the core gameplay loop in an incredibly organic way to the point where you'll often feel as if you're just being let loose without any real sense of overbearing guidance, even though the game is really nudging you in the right direction for the entire duration.

This reaches its peak with the rival battles thrown throughout the game, that either make you race against someone or just follow what they do, which doesn't only often lead to you being taught about certain tricks to make getting around easier, one example being sliding across walls for extra height, but you'll often be taught about little shortcuts as well. These end up feeling exciting not only because you're being taught about so many things that were always there that you probably just didn't know about, but it all links back into making replaying those stages later all the more satisfying as you once again get to entirely redefine your route with these new tricks and passages in mind, feeding into the remarkable replayability that the game has. Of course, despite all of this, it's still hard to deny that the best aspect of the game for me is just how much insane style it has to it, with the colourful, cel - shaded art making every area be filled to the seams with so much charm, bringing life to what could've potentially been a dreary urban sprawl. The art is further complemented by Hideki Naganuma's amazing soundtrack that takes a lot of cues from instrumental hip hop and the big beat scene to make for one of the coolest OSTs to a game out there, with even the occasional lulls in quality still carrying such a strong vibe to carry the game's aesthetic up into the stratosphere.

On the whole, while I cannot fault anyone who plays this game and hates it for the way you control your character, it not only is a system that progressively feels better the more you play, but the design of the levels and encounters themselves is absolutely incredible in how it perfectly balances between knocking the player around and silently guiding them into feeling like they're pulling off some absolutely insane stunts. While I already love the game, it's also another case where it almost feels built to be replayed a bunch, and those small annoying moments that appear from time to time are nowhere near enough to tank the experience by very much. Definitely worth a shot especially if you love its aesthetic, and even if you've played it and didn't like it very much, honestly give it another small shot, you might be pleasantly surprised.