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Personal Ratings
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Gone Gold

Received 5+ likes on a review while featured on the front page

Liked

Gained 10+ total review likes

Shreked

Found the secret ogre page

Noticed

Gained 3+ followers

N00b

Played 100+ games

Favorite Games

Terraria
Terraria
The Legend of Zelda: Twilight Princess
The Legend of Zelda: Twilight Princess
Kirby Super Star Ultra
Kirby Super Star Ultra
Super Mario World 2: Yoshi's Island
Super Mario World 2: Yoshi's Island
Donkey Kong Country 2: Diddy's Kong Quest
Donkey Kong Country 2: Diddy's Kong Quest

138

Total Games Played

002

Played in 2024

026

Games Backloggd


Recently Played See More

Paper Mario: The Thousand-Year Door
Paper Mario: The Thousand-Year Door

May 29

The Legend of Zelda: A Link to the Past
The Legend of Zelda: A Link to the Past

May 18

Recently Reviewed See More

This is an Ocarina of Time 3D style remake, where the core gameplay is almost exactly the same but the graphics and score have been updated along with minor changes to the UI and world (and the framerate being changed to 30fps, which was an upgrade in OoT but a downgrade here :V ). Of course, this means it's a great game since Thousand Year Door is an extremely pleasant game to play. I'll save the overall review of that for the original, so here I'll just talk about the changes.

UI changes are a bit mixed. For the good, the quick partner-swapping wheel is nice and the shortcuts from the original still work just as well. Additionally, swapping pages is done with the shoulder buttons instead of requiring you to scroll back up, which makes navigating the start menu easier too. Stylistically it's just as good as it's always been. Also, menus where you select items (cooking or handing things in for troubles) are updated so you don't have to pick things one at a time, which is great.
But for the bad...certain menus, especially in battle, feel weirdly "sticky". There are animations associated with scrolling and swapping pages, and you can't make a selection until those animations are done. So navigating in battle is a bit slower than before. (One habit from the original that is broken by this, you often can't select a move to avoid items thrown by the audience, because selecting takes too long). Also, audience items disrupt the flow a bit because the game pauses battle to point them out to you.

Balance-wise, most things are unchanged. However, because of the lower framerate, you have 1 extra frame for superguards and TWICE as many for guards. I don't really have a problem with this, though. Unfortunately this lack of changes means some badges which were more or less useless, like FP Drain or Tornado Jump, are still useless.

The soundtrack...it's probably nostalgia, but I largely prefer the original songs. The new versions feel busy, and the parts of the songs that I liked the most tend to be less prominent in the remixes. Fortunately, this doesn't count against the remake because there's a badge that swaps to the GC OST, similar to the GB sounds from Pokemon HGSS. It's practically free, available in the prologue, and is free to equip.

For overworld changes, there's a change to movement that I hate: the game is absolutely terrified of you having horizontal momentum while falling, and will kill it if you go below where you started from. This includes going down staircases, which are common throughout the game (especially in Hooktail Castle, an area you have to backtrack through multiple times). This makes going down these stairs feel really awkward and slow, especially with Yoshi.
HOWEVER, it's not all bad, as there are some changes to fast-travel pipes which make the large amount of backtracking in the game significantly more tolerable. There's pipes to the towns of every chapters, rather than just 1, 2, 5, and 6, and you can access these pipes straight from Rogueport Square. This makes it a lot more tolerable to do troubles which require you to travel between chapters. There's also a pipe from Twilight Town to Creepy Steeple you can unlock with Vivian, which cuts out the most tedious part of Chapter 4.

The game acknowledges completion of the recipe book, tattle log, and badge list, which is nice. Two new bonus fights were added to the game, and they're very awesome to see as a fan of both the original Paper Mario 64 and Thousand Year Door.

The game still isn't flawless, but it's just as fun as the original if not more. I hope this is a sign that more great Mario RPGs are coming in the future.

I don't even know how to describe how awesome this game is.

But I should probably try. It's often compared to Minecraft because they're both games where the entire world is made up of blocks that you can mine and place as you please, but that's pretty much where the similarities end. Terraria's main focus is on combat, with the world having a boss-based progression system. Beating a boss gives you access to stronger equipment which you can use to prepare yourself to take on stronger bosses (and, later in the game, earlier bosses are prerequisites for fighting the next boss).

Having an explicit progression system means there's more fun to be had in starting a "new playthrough" of the game, which is helped by the class system. Weapon types are split into four classes which all have different playstyles, and there are different equipment which provide bonuses to different classes. I've gotten a lot of enjoyment out of single-class playthroughs with the different weapon types. (if I were to tier them, it would be fun: summon>magic>melee>ranged; strength: summon>ranged>melee>magic [ignoring Zenith lolol])

Your character becomes more powerful as the game goes on, which feels amazing. You go from a scrub who can barely jump over a slime or fight a zombie, to an almighty juggernaut who can mow down hordes of aliens and fly straight into space. The accessory system allows you to optimize your build to fit your playstyle, and the vanity equipment system makes it easy to have a powerful character while also actually looking good. Every game with equipment should have a system like this, if you ask me.

That's not even mentioning the building, which is fun in its own way. There's lots of different blocks, plenty of furniture, and specialized blocks and tools for building, so you can make some very nice houses (and there are actual NPCs to live in those houses, too!). There's also a wiring system, which isn't as advanced as Minecraft's redstone but has its own merits like being able to "actuate" solid blocks to be able to move through, spawn enemies from statues, and pump liquids. It doesn't require a CS degree to use well, either.

Despite the "final" update having come out 4 years ago, the game is still getting updates, and each one makes the game even better. Here's to 4 more years of final updates.

I have a weird relationship with this game. I had a lot of fun with it when I played it, and some of the things it did are exactly what I'd been hoping for with Pokemon. The way the story is broken up is pretty interesting, and though it has the same basic structure as any other Pokemon game, it's enough of a break in the formula to be refreshing. Plus the climax is miles ahead of any other Pokemon game's. Compared to Sword and Shield, which I could barely bring myself to beat, this game is miles ahead.

However, there's also a lot of things that suck about the game. You can see ways that it was rushed, bordering on unfinished, even from a casual playthrough. Even if you don't encounter any major bugs or crashes (which I did), it still feels hard to call this a finished product. And though the game does try to give you things to do once you beat the main story, I pretty much lost interest as soon as my Pokedex was complete. There's just not really any reason to continue raising Pokemon if you're not interested in online battling.

As for the new Pokemon, I generally like their designs a lot. The past paradox Pokemon, especially, are a great combination of the concepts behind Ultra Beasts and regional forms (I find the future paradox mons pretty uninteresting). I also like the evolutions for old Pokemon, like Dudunsparce and Kingambit. I sorely missed these types of mons in generations 6 and 7. It's my preferred way to give more spotlight to mons from previous generations.

Overall, I can't say I would "recommend" this game. But I did have fun with it. But it's not worth the price. But........you see what I mean?