12 reviews liked by SuccessfulTroll


Skyrim feels like a digital lobotomy

All the melee weapons feel like pool noodles and all the magic is different colored beams. All the junk you pick up is ultimately to sell, and for what? More pool noodles? A different flavor of magic beam?

I don't think this is a bad game exactly, it just makes me acutely aware that every breath I take is a countdown to my death.

A little serene, a little touching, a little funny, just a perfect little game.

(disclaimer: this game is not actually perfect because the inventory/item system leaves something to be desired and the fixed camera sometimes does as well but these are super minor issues ok thx bye)

Crack cocaine for autistic individuals

The developers could have hidden a new Star Fox game on the Game Over screen, and nobody would ever find out.

Went into this game with a grain of salt but it was actually really fun! The Story or stories I should say were interesting and the movement was really snappy, it was nice actually seeing the full story of Shadow and having him developed even if its just a little bit! the guns were fun to shoot and the vehicles were kinda hit or miss but overall it was a fun experience! I give it a 8 Shadows Lifting A Giant Meatball outta 10!

Can be pretty fun but the San Francisco map sucks so bad it feels like it was on purpose which honestly would be deserved.

As someone who didn't understand the appeal of PlayStation until 2021, but became a fanboy almost instantly upon getting a friend's hand-me-down PS4, I really enjoyed living out my fantasy of being a weird nerd who collects PlayStation memorabilia like that guy from Toy Story 2 without actually needing to go to a single garage sale.

The alternative form sequences (ball, monkey, frog, lander) outstay their welcome though. If they were actually fun to play, let alone replay, I probably would have seriously wanted to platinum this.

I still feel conflicted about this one. It lacks the sense of discovery and originality of Breath of the Wild. The game is bloated full of "content" that does not really enhance the gameplay, and in many cases distracts from what I am doing moment-to-moment. When I got into a flow state with the game, it was great, but my overwhelming memory is just kinda going through the motions.

The star of the show is the game's new abilities, and my first 5 hours with Ultrahand were surprisingly satisfying, but as the game went on, I grew to dislike the feature. The ascend ability similarly was great when it worked, but I found myself searching for opportunities to use it far more then when it came up organically. Fuse similarly felt like a solution in search of a problem. The Rewind feature is a downgrade from stasis. All of them lack the elegance of their BotW counterparts.

I have mixed feelings about the game's zones. I enjoyed what they did on terrestrial Hyrule, it felt familiar and different at the same time. The sky area being so fragmented and disconnected, yet sometimes requiring platforming was about as good in practice as it sounds on paper. Not terrible, but not terribly well integrated. Finally the underground went from being a very pleasant surprise to a big disappointment. I find myself not enjoying the design of the underground, it didn't feel much like I was exploring new areas. Once I saw enough of the underground, I saw all of the underground, and that includes the secrets.

As someone with no investment in the Zelda story, the story-driven portions of the game did nothing for me. I found the non-chronological storytelling to work against the game, as I did not feel grounded in the world. I understand why they designed it this way, but I think linking the story to the location was a mistake -- they should have kept it in chronological order.

The biggest tragedy of this game is that it brought the flaws of Breath of the Wild into greater focus for me. In hindsight BotW benefited tremendously from the switch library being empty for a year, because I would think about my backlog every time I turned on Tears of the Kingdom. The reward for exploration was simply not as novel as it was in Breath of the Wild.

Link tearing through the lands of Hyrule on the shit that killed Shinzo Abe

Nintendo drags the Zelda formula kicking and screaming into 2008-era open world design to create something that's mostly okay and mostly empty.

I'll open by saying that I have zero love nor nostalgia for Zelda as a franchise, nor do I hold Nintendo in any high esteem. The general consensus for decades was that Ocarina of Time was the single greatest game ever made; I played it and wasn't especially impressed. Two and half decades later, and history is repeating itself; Breath of the Wild has now been accepted to be the single greatest game ever made, and I'm again not especially impressed. It's not that I can't see what people enjoy in these titles, but more that I don't see how anyone believes any of this to be unique. Everything that's here has been done before and better in games two decades this one's senior, and adding meal prep and pretty graphics doesn't change the fact you could describe this as "Assassin's Creed with Half-Life 2 physics puzzles" and barely even be wrong.

I've heard from a few people with positive opinions on this that the main draw and appeal is the exploration, and that wandering around in search of new things is fun. In this, I disagree. The game is incredibly open in the literal, physical sense; there are a lot of big, green, empty fields with literally nothing in them. You can sprint for two straight minutes down a dirt path and see nothing, find nothing. I intentionally went off the beaten path several times in my twenty-hour playthrough, and I only ever found three Korok seeds. I never even met the broccoli man who lets you cash them in for inventory upgrades. Why bother trekking around when there's so little to actually see, and so little to do? A tiny tile with a ruined building on it every three miles doesn't make for an interesting overworld. It's so sparse, seemingly in service of just being capital-B Big. The world is so Big! The map is so Big! You can climb up a hill and then go back down again, what fun! Your reward for exploring this empty world is that you get to be in the empty world for longer. I imagine the people who love wandering through the map are actually enjoying the Shadow of the Colossus movement and climbing mechanics more than anything pertaining to the actual map that's here. Moving Link around feels good and smooth, but I think people who are in love with the traversal would be just as happy running through gm_Flatgrass as they are with the entire Kingdom of Hyrule. Hell, the greater density of the former might even be better.

If you're lucky, you might stumble into a Moblin camp every couple of minutes, but these act as annoyances more than anything else. Whatever items you'll get from defeating them are almost always strictly worse than whatever you walked up to them with, and the gear durability system means that you'll walk out worse for wear than if you hadn't bothered. I really don't mind the weapons breaking anywhere near as much as most of the detractors seem to, but that's because the game is so ridiculously easy that I was never in danger of running out of equipment. My weapons were always overflowing, I always had shields, I always had bows and arrows, I always had two pages of cooked meals that would heal me to full and stuff me with bonus yellow hearts. Thunderblight Ganon was the only thing that ever posed even the slightest challenge, and that's because he was capable of blasting through one-shot protection and his ragdoll kept flying out of the boss arena whenever I downed him. Bosses are the only forms of combat that you can't just walk around, which means that the optimal strategy is to ignore every camp or roaming enemy you see and save up your best weapons to wail on the Ganon forms. When the best play is to run past everything, ignore repairs/upgrades, and sprint to the bosses who die way too quickly to high-tier gear, you have created a world that is not fun to explore; you've created a world where there's a lot of fucking empty space between the glowing marker where the boss is and the indicator of where you are currently.

So much of this feels like a complete and utter waste of time. You can't cook food in bulk, meaning that in the early game when you're making nothing but three-apple meals, you have to do them one at a time. You can carry hundreds of resources at once, and something like eighty cooked meals, so it's going to take a lot of time to stock up on your functionally infinite healing for no good reason. Selling and buying items from shops is just as slow, traversing over flat plains with nothing to do is boring, and tons of the shrines have timed puzzles with sliding platforms and rolling balls that move at a glacial pace to ensure that players on the clunky-ass gamepad have more than enough time to react. What broke me was the fact that you're gated from pulling the Master Sword until you have an arbitrary number of hearts; after clearing out all four of the Divine Beasts and about 30 shrines, the game told me that I needed to go do at least another 24 shrines and dump all of my Spirit Orbs into HP if I wanted the sword. I decided that I had spent way too much time getting here to be turned away and told to grind for a single weapon, so I went straight to Hyrule Castle to end the game. Some friends of mine who were watching me play admonished me for "rushing" through it, which is a sentiment that I imagine many who disagree with this review are going to share. "Only" twenty hours, "only" thirty shrines, "only" three Korok seeds. The irony of a game that's celebrated for allowing you to play however you want apparently having a correct way to play it shouldn't be lost on you.

For as much as the developer foresight of allowing you to solve puzzles unconventionally gets celebrated, there were far too many instances where it felt like I was outsmarting the game and it couldn't keep up. I prepped for Fireblight Ganon by coming in with an ice rod, and it just didn't work on him in the fight because the game hadn't accounted for it; ice arrows still worked just fine, so it's not like this was intentional. Metal weapons and shields will get struck by lightning, but you can't pile them up onto a conductive switch to complete a circuit; switches that need to be weighed down can be weighed down with any random garbage in your inventory, so I don't know why this wasn't accounted for also. One puzzle in the Goron Divine Beast required me to block off jets of fire with a physics object, so I used a ball and crouched under the fire; it wasn't the correct physics object, so the game pushed me back against gravity and walled me off even though there was more than enough space to get through. The Zora Divine Beast that requires the Zora armor to get to features a sequence where you need to get to the tip of its trunk, and the trunk is spraying water down onto you; for some reason, this doesn't count as a waterfall. In any other game, this would all be fine, but Breath of the Wild's proudly-touted unconventionality is in actuality only limited to a scant few shrines where the solutions are so simple that there's hardly any urgency to break them. I feel the exact same way that I did when I played Ocarina and fire arrows couldn't burn down walls but Din's Fire could, except this came out two decades later and has no excuse.

I'm left without much to like. The combat is serviceable, but mashy and easily broken; the difficulty in the puzzles and the combat doesn't really exist because this is a game intended to be beaten by children; there's little intrinsic reason to explore, and I didn't get enough enjoyment out of the process to do it for its own sake; all of your abilities are unlocked in the first couple hours, leaving virtually no feeling of progression outside of numbers arbitrarily going up or down depending on the random loot you find; the story is the exact same that it's always been, which is to say completely mediocre and nothing more. It's a very pretty game, with a very pretty soundscape. Conceptually, I like the idea of delivering on Todd Howard's promises of being able to climb any mountain that you can see. I can see the appeal, but I can't think of a reason why anyone would consider this to be the greatest thing ever made — barring the idea that they simply don't play many games, nor have they really experienced a lot of media. This is all very unique for Nintendo, so if you only play what they put out, you're probably going to be blown away. If you've seen much of anything else, you'll probably only manage to be slightly more impressed than I am.

With the fact that what was hailed on release as being a breath of fresh air for the Zelda franchise has now been confirmed to be the model that the series will follow going forward, I'm left to wonder how long it's going to take people to get as sick of it as I already am. Tears of the Kingdom seems to be going as strong as this did at its peak, but I can't imagine that the momentum is going to last until the time Nintendo drops the third entry six years from now.

2 lists liked by SuccessfulTroll