3/5 without mods, 4.5/5 with mods. Modding this game is mandatory. Recommended baseline mods are the MoreCompany and LateCompany so it is easier to play with friends who may not all be on the same schedule (being a working adult can be rough!), plus ShipLoot to fix a pretty big QoL problem. Once you get tired of that, you can add cosmetic mods like More_Suits and More_Emotes, or add new challenges with mods like Mimics and Skinwalkers. Also, GokuBracken is way funnier than it has any right to be. Only complaints I have after modding are that there are still too few levels and the gameplay can get same-y after a while. This is to be expected of an early access project from a solo dev. You can stave this off a bit by playing with big groups of people, which will help you quickly clear early levels and get lots of money, then in the second 3-day cycle, use that money to go to levels that cost money to reach before you're well-equipped enough to tackle them. Being woefully underequipped makes the game more exciting.

This review contains spoilers

Depending on who you ask, this game was either overrated or underrated, either an improvement to Breath of the Wild in every way or a travesty that kept all the bad things about Breath of the Wild like the combat and the terrible stats system, and maintained very little of the good (the exploration and environmental storytelling.) Honestly I think it's somewhere in the middle. I enjoyed some of the new mechanics, hated others (Fuse doesn't "fix" durability, it mostly just gives weapons about the same durability they had in BotW, but Ultrahand is just Magnesis but better,) enjoyed seeing how the world map had changed but longed for more "new" content (since the new areas that did exist were very samey, copy-paste type stuff with not a lot going on), and as for storytelling, well, the plot itself is better, but the way it's told is worse, so make of that what you will. This is going to be the future of 3D Zelda for years to come, whether you like it or not, since Nintendo spent so much money on the engine after all. Might as well learn to enjoy it.

OK HEAR ME OUT: if you install the steam workshop mod called "Portrait Remover Plus" or any other "no anime" or "replace the anime with something funny like tf2 characters" type mods, the fact that this is an ecchi game basically stops mattering, and all you're left with is a really competent Metroidvania/bullet hell action-adventure-platformer-shooter genre mashup that provides a nice, refreshing challenge for casual players, and the ultimate challenge for genre veterans and speedrunners. There is so much movement tech in this game, intentional and unintentional, that the developers have achievements for you using some of it, and the community created a steam workshop map that teaches you every movement trick in the game (which, depending on your skill level, might take an hour to even clear part 1 of like 5??? of it???) If Nintendo had taken this game's map and mechanics, but replaced the setting and plot with Metroid stuff and called it Metroid 5, it would have sold a bunnilion copies. Criminally underappreciated game that's held back by the fact that, well, the devs wanted to make an ecchi bunny girl game that just so happened to turn out to be a Metroidvania (according to the art book DLC, it wasn't originally one.) Please play this, even if you hate anime. You can remove most of the anime with mods, and what's left is something you can overlook to enjoy a best-in-class genre mashup with oodles to offer for casual and hardcore players alike.

This review contains spoilers

This game thinks it's way funnier than it actually is, and thinks its gameplay is way more enthralling than it actually is. What we actually have here is a game that obviously draws inspiration from Earthbound and WarioWare (and is aware of, but trying not to be, Undertale or Deltarune), but doesn't understand the appeal of those games. It thinks Earthbound's appeal is just "JRPG but it's set in a fantastical version of our modern world with zany antics galore" and it thinks WarioWare's appeal is just "minigames with zany themes that may or may not be related to the setting." The end result is a JRPG with slow, annoying combat that relies on regular enemies being huge HP sponges so you have to see all the cool wacky minigames that the dev has made, often with them getting a free turn on you even when you outspeed them. In between, you have mostly-uninteresting overworld exploration that has a snail's pace even when you're running, which wrings out more gameplay hours from you despite using an overworld that's smaller than most GBA RPGs (and some GBC ones!), with lots of annoying unskippable cutscenes of unfunny characters saying zany stuff and then prompting you to laugh at it by either just saying stuff like "WHAT." or "WOAH!" or "well, that was weird/that just happened/that was confusing, anyway let's move on" or just looking directly at the screen as a 4th wall break, like it's begging you to clap, all while teleporting around the room instead of walking because the creator thinks that visual gag is really funny and won't get stale after several hours. Speaking of visual gags, the game uses the patheticness of your protagonist and his obvious signs of suffering from chronic depression as a visual gag; in fact, much of the humor is bursting with "person who never grew out of their 'lol so randum xD' phase and is now making games about young adult life and depression" vibes.

It's not like there aren't some funny jokes or interesting concepts going on. There are some genuinely creative puns that got a chuckle out of me. I like action prompts in my turn based RPGs, usually, and with a couple exceptions, at least when it comes to your own attacks they're actually pretty good in this game. The RPG combat in this game is bad because of the enemies and the way encounters play out in practice: enemies getting a free turn on you way too often, having huge health pools, doing tons of damage to you sometimes, the presentation having lots of fanfare and animation padding that makes every encounter slower to play out, plus lots of the minigames taking longer than WarioWare's healthy tempo of 3-6 seconds per game. You could take (most of) the player's side of the equation and put it up against a different entire combat system design and it would actually be pretty good; ironically, it would work well in Deltarune.

Incidentally, for a game that prides itself on having lots of minigames, its fishing minigame is among the worst in the entirety of video games. I don't get the internet's obsession with fishing minigames; personally, I hate them, the only one I've ever remotely enjoyed was in Link's Awakening and that's one that you can 100% in like 2-3 minutes. But even people who will unironically say "it has fishing, 5/5, GOTYAY" will find this one disappointing. It is barely more involved than fishing in Pokemon, it's entirely luck-based, and it requires you to find fishing bait (a rare item) and the fishing NPC (who moves around and isn't even available until midgame) to even play. Oh yeah and if you play it and fish up something bad, the bait still gets used up, even if you fished up a boot. It seems like this is the one minigame that the dev intentionally made bad.

There's also just basic RPG stuff being fumbled. You have a tiny inventory, so tiny that the dev had to patch in an "extra pocket" but that barely helps. Even with the extra pocket, it's less inventory space than the original Pokemon games, AND it doesn't have inventory stacking. Much of the early game is an exercise in tedious inventory management, and you better not throw away any non-consumable items, because most of them are needed for side quests or easter eggs or just straight up actual main quest content later in the story! So you're gonna be handed tons of consumables that you have to just toss out. Undertale used its small inventory space as a way to make the game more challenging, but it didn't expect you to hang on to all early game items forever. The inventory storage computers you get access to later don't categorize or sort items, it's just FIFO, so you'll be scrolling through dozens of items just to withdraw the thing you put in there last. There are also plenty of permanently misssable encounters and items. Probably worst of all, it commits the cardinal sin of having party members join and leave with no warning, and taking everything they had on them with them, and not giving you the party member back for 5+ hours of gameplay. You don't even get a proper "party" until you're about 2/3rds of the way through the game. Let me put this in perspective: I try my hardest to finish games that have something going on for them, even if they're mostly crap. It took me over 10 hours to get to the point where I was given an actual party where you could swap members. During that time, I think I enjoyed maybe 1 out of 10 of those hours of gameplay. Now, it is more of a mixed bag, I'm enjoying it a bit more, but if 2/3rds of the game is mostly annoying and barely enjoyable, can you really give it a good rating?

Other complaints: unless there's something I missed, I think you need audio to be able to hear a bunch of attack telegraphs for dodge timings, and a couple attacks also require you to not be colorblind to dodge them, which are sensory accessibility issues. Some attacks also require button mashing, which is a mobility accessibility issue. I don't think the dev can fix their terrible sense of humor or their awful script, but maybe they can at least fix this.

I plan to finish this game eventually because I'm just like that, but man, it is really disappointing. I had high hopes for it. It's trying so hard, but fumbling everything.

Edit: finished it. Ending was serviceable. I'll add half a star.

For the time, it was amazing, but nowadays its controls just feel way too clunky compared to modern Metroid controls. Fusion and Zero Mission would improve upon the foundations this game set so much, albeit in pretty different ways. There's a reason why most Metroid fangames use Zero Mission physics. Nonetheless, it's a fun game, and there exist romhacks that make the controls less bad. It gets half a star for legacy impact / retro game pity.

This game introduced a lot of mechanics to the series that you really miss when playing older games. Ledge grabbing and not having to fiddle with menus for missiles being the two most important ones. While the linearity can be annoying at times, and removing infinite bomb jumping is a symptom of that, there are still intended and unintended sequence breaks to enjoy anyway. Some of the mot memorable boss encounters in the series. Just a really good game. Maybe not perfect, but still really good.

This game is basically just the ideal 2D Metroid engine but unfortunately applied to the map of the original, which let's be honest, was not good. They modernized a lot, but at the end of the day, it's a map that over-relies on backtracking and "Metroid moments." There's a reason why the best Metroid fangames' physics and mechanics are based on Zero Misson's, but they have their own more unique and interesting maps. Not that this map is bad, mind you. And I like that this is one of the few Metroid titles that encourages you to low% it. It's nearly perfectly, just hampered by being a remake of NES Metroid, rather than its own thing entirely.

Pretty much close to perfect. Nintendo's lawyers will be boiled

Honestly... extremely overrated. Played it once, never wanted to return. Just an extremely mid game the whole time. The melee counter was too overused and it made gameplay so stop-and-go.

Dropped it. It's not good. You could do worse, but it's just so boring in a way that the original isn't, even if it's not nearly as obtuse or cruel as the original.

An exercise in tedium. But it inspired so many great games that It gets the legacy impact extra half star. But if you want a side-and-vertical scrolling hard as nails platformer on the NES you're better off playing Kid Icarus. I actually played this through once to the end, but hated most of the experience. The moments of discovering a secret on your own without help do feel great though. I bet kids in the 80s loved that.

If it weren't for the movement being analog, and the soundtrack being aggressively mid (I know it's supposed to hae a haunting atmosphere, but you can do that while still being memorable,) it would basically be a perfect game. I loved the moment of time when this game was brand new and we were all trying to find speedrunning tricks. I even helped do research for one trick... though the speedrunners ended up finding a way to do it faster and more consistently, and it's not even part of any routes anymore (from what I know.) Still, what a thrill. I hate the analog movement though, seriously it's so bad, plus the overreliance on mashing, so it's gotta lose half a star for that.

2018

Really really really really really really really really good. But the postgame is too much of a drip feed of new lore bits, so I haven't seen 100% of the story yet, and I moved on. I'll finish it some day though. It's just so good.

For what it is, it's basically perfect. It has a few moments of unnecessary tedium, but for the most part, it has a great momentum to its story, enjoyable gameplay, many likeable characters (even if not all of them are,) fun secrets, and lots of jokes, many of them funny. If it were a $60 game I would give it 4 stars, but at its actual price, it's pretty much perfect. I still get goosebumps when I hear certain tracks. If you rate this lower than 4 stars you are a contrarian that hates fun, sorry but that's the truth.

This game gets boring quick unless you play with BetterCrewLink, then suddenly it's extremely good. Depends on who you play with. Despite the memes, I love me some amogus.