12 reviews liked by Tammas


This is a very fun, pretty polished hidden gem from this series! The combat mechanics are very simple, but they utilize a very interesting special moves system where each stock you can block one of the three types of moves. The 3D arenas are also really cool for a GBA game, especially if playing it on a handheld like a GBA or 3DS where it won't look too chunky.

The story is pretty good too, as it's basically just "Sonic and Co. literally raise a child together". You can imagine pretty well how that goes, although it tying back into SA2's story with Gerald Robotnik and Shadow was pretty cool. Really goes to show how much SEGA was committing to the continuity of this series back in the day.

The main appeal of this game is customizing the robot playable character that the characters raise, Emerl. He has a super cool ability where you can equip him with moves from other characters you get from fighting those characters, where the only issue is that they don't drop enough. From what I've seen, it's nearly impossible to get all of the cards in a reasonable time, which is my main critique of the game. After trying (in vain) for about 2 hours to get anywhere in the Virtual Training mode for new cards, I just gave up and cheated them in because I have better things to do.

Overall though, really fun time that gets a solid recommendation for me! Good length, good difficulty, genuinely just a really fun, although not perfect, game.

This is a really good Castlevania game. The one thing that sucked tho were the stylus-based finishing strikes that just killed the overall pacing of the combat; plus they were very frustrating to actually accomplish.

T’was a fun! I had a fun!

Obviously a smaller game, but hey, I got lotsa laffs. It’s nice to have a little game you can play for a wee bit and get some good laughs with.

Looks like I’m gonna have to give it a 4 out of 5!!

If all you had was a Super Nintendo back in the day, this game would be alright. Now? Especially when playing it right after Rondo? Good lord. Slowdown when walking, anyone?

In all fairness, it's not like this game is a "lesser Rondo of Blood". There's tons of different things going on here, especially the levels. It's all new from what I could tell, but I didn't take all routes in the game so maybe there's some copy pasting, who knows.

Now, all Castlevanias have issues with enemy placement, it's nothing new. But MAN did Drac X give me a hard time with it; spears coming out the edge of the screen, bats cropping up ONE MILLIMETER before entering a door, the list goes on. Don't even get me started on those jumps where you have to be basically off the edge to land.

And how about that Death fight with the one move you're basically forced to Item Crash to avoid? Fun times. You know what's even more fun? A VERY slow, very tedious Dracula fight where you have like... A SECOND to hit his face before he disappears. Oh yeah, and make sure to wait until his "poofing in" animation is fully over, otherwise you'll be hitting jack and shit.

Unless you're going for a full series retrospective, don't bother. It's not the worst thing in the world, but I won't lie, it got me a bit tilted.

OH YEAH, no playable Maria. Immediate 0/5

I absolutely fucking hate this sorry excuse for a sequel to one of the most legendary games ever made.
it seems the developers have confused difficulty for bullshit.
soft-locks, beginners traps, cheap deaths and all the other shit that made 95% of 8-bit games suck ass.

I'm a bit torn on this game.
The gameplay is really fun, and I really like the amount of options you have in combat. The story was also interesting, though it admittedly isn't developed as much as the rest of the game, in spite of its intriguing premise.
The thing is... to beat Story Mode, you pretty much have to play through the game multiple times, to slowly but surely, level up your weapons and gain more lives.
While I did just that until I beat it, it got super tiring playing the same levels over and over again just to potentially get to a new stage, and then die soon after and having to do everything all over again.
I still liked the game, but I can't say I loved it.

i actually don't care for the story as much as a lot of people seem to but i mean it's still totally one of the better pokemon games

This review contains spoilers

The Legend of Zelda: Tears of the Kingdom is, for better or worse, more Breath of the Wild. As someone who fell in love with the original Hyrule in 2017, I was thrilled to return to this familiar world. However, while the sequel has its enjoyable moments, it falls short of reaching its full potential. Many of the issues present in the first game are still here, leaving me shaking my fist at Nintendo, wondering why certain aspects weren't improved upon.

The story takes place a few years after the events of the first game, where Ganondorf, previously sealed beneath Hyrule Castle, is stirring once more. Link and Zelda are separated again, with the castle being lifted into the air and Zelda transported back in time to the beginning of Hyrule. Much like the first game, the bulk of TOTK's story is told through memories that you have to find in the overworld. As a result, I often times felt disconnected with the story, as I was once again experiencing a "retelling" of events that have already happened, rather than seeing them unfold before my very eyes. I also experienced the story in the wrong order, which led to some awkward situations. Despite this, I do think that the story is a step up from Breath of the Wild, and while it is no Red Dead Redemption 2 or even God of War, there are some nice moments sprinkled throughout though nothing that really impacted me very much outside of the ending.

Where this game shines for me though, is in how the land of Hyrule has evolved over the years. Although it uses the same map as the previous game, the changes in the landscape provide a sense of discovery and curiosity as you revisit old towns and locales. Climbing tall towers and filling my map with pins was a joy once again, as there was always something fascinating waiting for me to explore whether it was one of the many new caves, a poneglyph somewhere off in the distance, or a giant hole that leads deep underground. Some of my fondest moments playing this game, were rediscovering the towns and seeing how they have developed since the events of Breath of the Wild. There are lots of new NPCs which add to world as they all have something to say, whether it be a side-quest, a joke, or some insight into another NPC, I always found myself talking to them because they're fun to talk to!

"Tears of the Kingdom" also introduces new abilities for Link, such as Recall, Ultrahand, Autobuild, Fuse, and Ascend, each adding unique gameplay mechanics. None of the abilities felt wasted, and I always found myself using them in creative ways, whether it be for a puzzle or for my own curiosities. Perhaps the only somewhat disappointing ability here would be fuse, as you could only fuse one material onto one weapon which was a little more limited than I thought it would be.

With the introduction of the Fuse mechanic, every material you find in the world gains new purpose, adding depth to combat encounters. I found myself enjoying the creative ways I could utilize these abilities in puzzles and combat scenarios. The variety of options made encounters engaging, though I did find the overall difficulty lacking, especially in boss fights. During the first few hours of the game, I found myself dying quite often and having a hard time solving some of the shrine puzzles. However, as I began to understand how my new abilities worked and learned how to use my fuse materials in a more efficient manner, I found myself rarely running into any difficulty. Even the mighty Gleeoks which I have avoided when I first started playing, became easy prey that I could take on with ease. That isn't to say they aren't fun to fight however, but I never really did feel satisfied taking one out outside of my first time.

Another improvement over Breath of the Wild, would be the four main story dungeons that are related to each of the four main towns in Hyrule: Zora's Domain, Rito Village, Gerudo Town, and Goron City. They each have more thematic designs and interesting ways in which you have to enter them, unlike the guardians which were too drab and similar to each other. One dungeon has you jumping across mini ships before you fall into the eye of the storm where a large nordic ship resides for example, which happens to have one of my favorite boss fights in all of Zelda. However, I would say that the puzzles in these dungeons are hit or miss, as some are so bafflingly easy that you're left wondering if it was even a puzzle or not.

Clearing these dungeons provides you with a phantom which acts as both an AI companion and a means for you to access a "sage ability" which is this game's version of the Champion abilities from Breath of the Wild. These phantoms would fight alongside you, mimicing the battle styles of the 4 sages that you would encounter: Tulin, Riju, Sidon, and Yunobo. Unforunately, they're rather underwhelming and I never really felt as if I needed to have them by my side outside of using their abilities. I would have preferred to have the sages themselves as companions, where perhaps, you could increase your bond with them as you travel, unlocking new types of unique gear or even cutscenes.
Not a lot of the abilities felt game-changing either, with Tulin's being the only one I really use regularly which is a shame considering I had a lot of fun using the champion abilities in the previous game, not to mention they were easier to access.
Here, you would have to approach a phantom and interact with them to use their ability which is unneccessarily a hassle.

While the overworld has been a joy to explore, I can't say much the same for the two new maps added to the game: The sky islands and the Depths.
The sky islands are a collection of islands that float high above in the sky, and can be accessed mainly by recalling chunks of land and then riding them, while the depths is an entire underground map the size of Hyrule that you can access by jumping through large holes called chasms.
You can freely go through the three maps without loading screens, which is both fun and impressive to say the least.
However, I felt rather disappointed exploring these maps as they had very little going on for them.
The sky islands have virtually nothing for you to find, outside of small enemy encounters, some puzzles, and chests. The chasm is a large expanse filled with mostly combat encounters, loot in the form of armor pieces that used to be DLC in Breath of the Wild, as well as an optional story quest.
Outside of that however, there was nothing much interesting in their respective environments to make going through them as fun as exploring the overworld, even for the first time.

Similarly, I found that a lot of things about the game left me feeling the same way, such as the caves which are mostly repetitive mini-dungeons that offer very little outside of maybe a chest, some combat encounters, and a collectible related to a quest.
While I was excited at the beginning about the increased enemy variety, there were too little added to make it feel like a substantial improvement and many of them are easily dealt with.
Korok seeds are back, and there are now over a thousand of them for you to get, and yet the reward you get is the exact same as you did in Breath of the Wild.
Perhaps my biggest disappointment, is how upon beating the game, you are once again booted back to before you take on the final boss, thus removing any sense of accomplishment and satisfaction in clearing the story. There is no post-game either, outside of clearing the rest of the quests and seeing what else you haven't yet which is disappointing in this day and age.


This is hard for me to say as someone who was very much looking forward to this game for a very long time. While I enjoyed a lot of the time I spent playing this game, meeting its new wacky NPCs and taking on fun and even memorable quests, it is brought down by my disappointment thinking it could have been much better, especially when I compare it to Elden Ring which largely rewarded the player for exploring by having far more interesting secret locations, encounters, and battles.
Zelda's strengths have always been in its great dungeon designs and fun items. Breath of the Wild excelled in its exploration and freedom but lacked in what made Zelda great, and so a marriage of the two would have been phenomenal. However, I instead got more of what I liked in breath of the wild, and none of the real improvements I was hoping for.




Gets worse the more I reflect on it, a total waste of time. Some even more brilliant system designs are thought up for this sequel and completely overcrowd the already topologically boring world. Feels like chores within chores. Nintendo is great at making toys and horrible at making natural environments.

The Legend of Melatonin: Tears of the MID.

The last thing NINTENDO needed was another melatonin game. Thanks for the second walking simulator, Miyamoto-san.