275 Reviews liked by Thundercblob


If I ever figure out how to parry it's over for you fools

This game is like the end result I was hoping for when I unsuccessfully tried to run Runescape on my Wii so it could be blown up on my family’s TV back in middle school

peak as fuck best in the series in terms of its theming and storytelling and gameplay and maybe even level design? idk its the goat

The revelation is that this is the worst Resident Evil during what was a terrible time for Resident Evil.

I just don't think this game is for me. This is coming off of about 15 hours of gameplay, with me just finishing one dungeon and then running around for a while before deciding I'm not having enough fun to warrant putting a hundred more hours into this game.

I feel like this game is in a great conflict with itself, in terms of not knowing whether or not it wants to be nonlinear. The greatest example of this that I can think of is right at the beginning, where TotK decides to release you into the world without giving you the paraglider. Compared to BotW's treatment of the paraglider as the keys to the world, this is an extremely interesting decision. The paraglider is optional now? Something that I have to find in the world?

Well, not really. See, exploring without the paraglider is not fun or easy. I think this is fairly self evident, but an easy example is how if you ever ride one of those rocks up to a sky island you'll quickly run into the conundrum of getting back down. You'll also have a rather difficult time entering the Depths. Even if you want to do a challenge run of sorts, you'll find out that there is at least one dungeon in the game that requires the paraglider, both to access it and to explore it. So in order to unlock this essential part of my kit, I eventually asked a friend what the deal was and was told I had to go to Lookout Landing. It was also at this point that I discovered that Lookout Landing is also how you unlock the ability to actually use the towers, and that if I hadn't come here I'd have been unable to update my map upon reaching one of the towers.

I hate this! My instinct when I start up an open world game is to run in the opposite direction as the main quest indicator. In fact, when I played BotW I did exactly this, going to Gerudo Desert before I even met Impa. And you know what? That first bit of blind exploration was one of my favorite parts of the 100 hour playthrough, as I challenged myself to just barely survive exploring this dangerous region and take out Thunderblight Ganon with a measly 3 hearts. I can't do that in this game; my ability to explore is actively held hostage by the main story.

This pattern of excitement followed up by disappointment would be a recurring theme for the rest of my short playthrough. Take the Depths as another example. I love horror. When I found out that there was an entire map in this game full of darkness, corruption, and more danger than the rest of the overworld, I was incredibly intrigued. I spent an hour or two wandering around in the Depths and felt completely bored. It turns out that, while it makes for a cool atmosphere, an extremely dark overworld is a bad move. What it does is essentially remove any element of "ooh, what's that over there?" that serves as the baseline for the flow of most open world exploration, leaving nothing but going from point A to B for most of my time in the region.

Shrines were often unsatisfying. I'll go into that in detail, because I think the change in shrines is actually the most significant change between BotW and TotK. In BotW, Shrines were (assuming you didn't get one of the dreaded Tests of Strength) entertaining puzzles. I think shrines in BotW hold a more subtle purpose as well; they are changes of pace. While exploration is fun, there is only so much running and wall climbing one can do before it starts to feel tedious. Shrines serve as a reward for exploration. They give the quantifiable reward of an Orb and a fast travel point. More importantly, they give the intrinsic reward of a fun, mentally stimulating experience that leaves you refreshed and ready for more exploration when finished.

I would hesitate to call the shrines in TotK puzzles. Some would argue with me here, but I think putting a balloon, a source of fire, and a few wooden platforms in a room with nowhere to go but up to be a set of wordless instructions, not a puzzle. To me, this is what most shrines in TotK are. They provide you with the tools needed for you to set up a physics demo. This isn't to say they're badly designed. Doing this allows the player to invent things in the shrines and then recreate those same things in their overworld exploration. In that sense, shrines in TotK are covert tutorials on this game's physics engine. However, in terms of providing fun or mental stimulation, they are lacking. To me, this makes shrines less appealing. The quantifiable reward is still there, but I was left feeling more "oh, I have to do that shrine over there" than "Oh good, a shrine!". Having the main reward for exploration in this game be a tutorial on how to do better exploration is something that, to me, doesn't work out. Another thing with how the shrines are designed is that, as mentioned previously, the tools needed to "solve the puzzle" are almost always clearly presented before you. In this way, the famous "you can come up with a hundred unintended solutions for any given puzzle" attitude from BotW is barely present. Don't get me wrong, you can pull out Zonai capsules and hijack the puzzle all you want, but there's never a reason to spend resources when the game gives you perfectly functional ones. I don't envy the developers, because the alternative is no better; when a solution is obvious but the player has no way to achieve it without pulling things from their inventory that they might not have, it's even more unsatisfying. Also, slightly unrelated, I found that the game would often arbitrarily limit my efforts to move through the skies. Platforms or wings just disintegrating after long enough, despite me actively spending resources to make these things functional, feels like Nintendo personally saying "no, not like that" whenever I try to use them to get somewhere.

This is a lot of words. A lot more than I'd usually write for a 6/10 score. While a lot of this was just venting into the void, I do want to sum it up by saying that, more often than not, the game is still passably fun. It's like going bowling when you can't think of anything better to do. Like, sure , we can go bowling for a couple hours, I don't have anything going on tonight and we'll probably have a decent time and then go months before we ever think about going bowling again. But I wouldn't wanna go bowling for 100 hours.

The game that got me in the souls genre. I will never forget the feeling after beating the "tutorial" boss, after dying so many times and almost quitting. For people who want to get into this games, this is probably the best choice to start with. It has some of the most iconic bosses of the series and the soundtrack is really good

Another game, another zwiehander victory #Zweisexual

One of the most influential modern games. First two-thirds of the game are pretty good (curse is completely obnoxious though), but you can tell they were running out of budget after acquiring the Lordvessel. The last few areas are varying levels of boring, obtuse, or both. The DLC wraps back around to being great, however.

I have never loved and hated a game more than Dark souls 1. The good definitely out weighs the bad in this case but man Dark souls 1’s peaks are super high and for some people have it to be topped but the valleys in between are dreadful. I feel like for every one really good thing there is either something mediocre or straight dogshit like the bosses for example there are definitely stand out fights Artorias, Manus, Bell gargoyles, ornstein and smough, and Gwyn are all really good but there is so many other bosses that are straight garbage Moonlight butterfly, the 50 different versions of the Stray demon, the Bed of chaos, fucking capra demon and his dumbass dogs. Like that’s my issue with this game it has a amazing starting point a mediocre to bad middle and a fantastic ending with some amazing Dlc and that’s my main issue with DS1 it’s way too inconsistent of a experience with that being said I still love this game I just think it’s heavily flawed but that’s fine.

No, Im not a Furry, Im a Druid!

How the fuck did they figure out how to reuse the same ending cutscene from the base game💀

Mannequin section: 10/10
Rest of DLC: Slightly annoying walking simulator, reused assets, locations, characters
Story: Goofy ahh Forspoken dialogue

literal antithesis of fun i cant recall a single moment when i was unironically enjoying this confused tedious slog.. SRY for the negativity but this game just does not do it 4 me !

1 star for sherry birkin 🫶 wish you got to lead a better game girl

I do feel insecure when I play an absolute classic and I'm not completely enamoured by it. A lot of my love for Mario comes from Galaxy onward. I do really like the original Super Mario Bros. and I love playing all the styles in Mario Maker but SMB3, Super Mario 64 and now Super Mario World don't fill me with the adoration they probably deserve. As dramatic as all that sounds, I still did enjoy the game. It is very fun. The level design is great and the influence it has had on gaming is undeniable. It is remarkable how many secrets there are in the level. There are so many secret exits to levels that in some ways, I found exhausting but it does add a lot of depth to it. I did find myself getting frustrated with the game which I can admit was a skill issue. I never fully grasped the movement options with the cape. It doesn't control like Mario Maker which was hard to get used to. I tried not to use save states but there definitely were some of the later levels that I gave into the temptation. The platforming is great though and having some challenge is nice after coming from Wonder. I wish I could appreciate it more but I can still see it is a fantastic game.

Sorry if this becomes a rant, but i think this is a legitimately disastrous game. Maybe partially due to my complete exhaustion with the Ubisoft-ified open world genre, but on top of an open world game design I do not like, there are so many decisions that detract for no reason. Disclaimer: I did not finish this game; I played about 20-25 hours. Why do I need a high level skill in order to take mods off my gear? Is that not a reasonably basic expectation, that I be able to remove and replace modifiers, in a game featuring dozens of them? Why does fast travel require resources, but few enough that it essentially doesn’t even matter? Why not just make it free like most games released in the past 10 years? Why is the melee combat so fucking bad?? Why is the voice acting SO BAD for a first party Sony game? The world is cool and the visuals are nice, and the ranged combat is decently fun, but I really did not enjoy my time with this game and I don’t plan on ever returning.