The air combat is a lot of fun for about 15 minutes a session until I want to stop playing because it's wildly uncomfortable to do so. The ground combat is equally uncomfortable but not as fun.

Kinda an alpha move to release a slightly worse version of already the weakest Mario title and the medicare arcade game

9 years late to the party, I recently underwent the process of jailbreaking a 3DS to begin a tour of the exclusives. Link between worlds gave me an extremely strong start, with the best gameplay and consistency of any Zelda game.

A mediocre adaptation and the new content exclusive to mtga is largely bad, but magic gud

Fantastic. Going to revisit soonish with a different narrative thread

An enjoyable ARPG looter romp. Some nice character build variety but pretty uninspired

An alright traditional MMO that had the benefit of great lore to base everything around. Far too easy and aged

An incredibly flawed and aging game but also by far the best character builder I've encountered in an MMO which is half (or more) of why I'm playing the genre. Takes way too long to get going and requires group play but I love the build variety and mechanical depth

Now that I've finished the main game and taken care of some of the harder post/late game stuff I feel pretty confident saying it's both the best title in Fromsoft's library and also the best open-world ever seen to fruition. The traversal may not be as dynamic as it is in Breath of the Wild, but it answers the question of "what if shrines were replaced with things that are fun."

A lot has been made about how repetitive bosses are in the side-dungeon areas, but I think this is (mostly) a non-issue. These dungeons are usually interesting enough in their own respect to warrant going down into and the boss just signals a completion. Having a unique, named character in every hiding hole would be overkill at best and a lore nightmare at worst. There's a few bosses that are maybe overused, but having a chunk of mini bosses to populate the world seems like the best solution to me.

The actual major bosses are simply the best and most consistent slate of the series. Even the least memorable "achievement" boss ala Gideon I still think is quite fun and unique. Having 2 Mohg and 2 Godfrey fights is I suppose the least creative parts of the game, but both have such cool second phases in their subsequent meeting that I can forgive it. I suppose Margit/Morgott is two fights against the same entity, but they're so far apart from each other, serve a distinct story purpose, and are fairly unique.

The legacy dungeons are also the most consistent of the franchise. The capital is maybe one of the most interesting, overlapping level designs in the series.

The most notable complaint I actually have is the damage balancing. Standard mobs hit a power creep that feels unsatisfactory by the time you hit Crumbling Farum Azula. That whole area ended up being a frantic sprint rather than a fun area to explore. It isn't too bad, but it also hosts the worst boss (Godskin Duo) so it's an unfortunate sour note towards the end of the game.

Ash capital is so badass though, so it ramps it back up to 100 before the credits roll.

Actually liked it more than I did as a kid this time around.

It's neat and is kinda a trailblazer, if only there weren't so many levels where artificial difficulty is the default

Didn't like it until I started speedrunning it

Amazing speed game though

Unimaginative but fun. Whhyyy do they try to make me care about these humans?

I beat battletoads but I can't beat this. Really cool though

The only way it's reasonably playable is with save states, but it kinda rocks. Among the best run'n'guns on the Genesis. Absurd visuals and enemy design