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friend of sherbet land
Personal Ratings
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5★

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Gained 10+ total review likes

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Journaled 5+ games in a single day

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Journaled games once a day for a month straight

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Played 100+ games

Favorite Games

God of War Ragnarök
God of War Ragnarök
Celeste
Celeste
The Last of Us Remastered
The Last of Us Remastered
The Legend of Zelda: Tears of the Kingdom
The Legend of Zelda: Tears of the Kingdom
Super Mario Galaxy
Super Mario Galaxy

212

Total Games Played

041

Played in 2024

103

Games Backloggd


Recently Played See More

The Legend of Zelda: Link's Awakening
The Legend of Zelda: Link's Awakening

Apr 30

Diddy Kong Racing
Diddy Kong Racing

Apr 28

Doom
Doom

Apr 27

Tabletop Simulator
Tabletop Simulator

Apr 26

Tetris Effect: Connected
Tetris Effect: Connected

Apr 21

Recently Reviewed See More

i liked it! i spent the first hour farming rupees so i could gnab every trendy item i could. thats how you know its good.

my greatest fear in turning this game on was the threat of getting lost in yet another expansive & beautiful world with no clue of what to do/where to go next. that feeling of hope as I would try to piece together where im meant to venture to next would transition into an aimless rigamarole without end, ending with me inevitably giving up and moving on to something else. that feeling of excitement & wonder quickly transforming into frustration & confusion is a challenging feeling to come back from, for me.

that being said, links awakening didnt just rectify this concern of mine - it erased it, keeping me continuously engaged in what possibilites exist at any given time. hints houses, chats with the owl, the ability to revisit any conversation you've previously had at any time, and, most importantly, visual feedback regarding what abilities do what in a certain space, ensured for me that i was able to assertain my wareabouts and goals whenever i desired. i constantly stumbled into areas/rooms that were clearly designed for the utilization of some piece of gear. what works about this, for me, was how the game earned my trust in how if i didn't have a certain item at any point, i would soon be able to revisit this space with said gear. that is to say, it felt to me as if the game was saying, "if you can't complete a challenge, the solution is close by".

outside of the general adventure-gameplay loop, links awakening also does a fantastic job at interconnecting its story, writing, and music, all of which work together to spin this beautifully melancholy tale of a hero saving a dream world from nightmares. music is both cheery & somewhat offputting, indicating that despite everything's glossy & textured exterior, something amiss is lurking underneath. the sound design, in my opinion, does this fantastic job of blending that upbeat, triumphant music of zelda with an uncanny, unsettling feeling that works well with the narrative.

the ui is clean & user friendly, the quests are silly & touching, and the combat is responsive & satisfying. there are parts of this game that make it links awakening and parts that make this a zelda game. both support each other wonderfully for a product that had me feeling content as the credits rolled.

my debut into the dead space series, i can see why it has bred an entire sub-genre of horror content. i enjoyed how aspects of survival, exploration, puzzle-solving, and combat all intertwined, as it felt as though each significant aspect of this game's identity had its time to shine.

hitting crits with the pistol felt gritty and satisfying. i had a great time during the first few parts of the game when i was experimenting with each weapon & excitedly sprinting back to old locations to unlock previously blocked off lockers/rooms the moment i could. i did notice that, toward the end, i started to find my niche with the blade shooter where i'd just spam blades at enemies and frantically look all around their weakpoints to easily dispatch them. also, as the game came to its conclusion, the story took an understandable stance, asserting itself as significant for the first time (at least beyond the notion of 1. look for x, 2. get clue, 3. run into obstacle, 4. explore, 5. fight big guy, 6. something happened to x, 7. go fix/find something/one else). the story was fine. the twist was fun in the moment, and the resulting boss fight was very enjoyable, however, the exposition that set it up wasn't anything CRAZY, in my opinion. it was certianly fun, don't get me wrong! i think i was burned out by the end by the way the mc was lead on and on and on by his gf.

nevertheless, good game! grateful they remade this in such a beautiful and atompsheric way!

This review contains spoilers

dkr crept up on me. i revisited it with the intention to feel some nostalgia & see what the single player was really about. at first, i was all over the place.

so many things interupted my enjoyment. 1) turning feels like it shifts you along the x axis, often times setting up for awkward positioning that feels frustrating. 2) if you bump into something, you are sent god knows where, facing whichever direction. even further, maybe you get only somewhat close to an obstacle whilst flying. might as well reset because you're hitting that obstacle & falling straight down. 3) rockets feel pretty useless, as hitting enemies (most bosses included) with projectiles literally does nothing to slow them down. 4) trying to hit taj the genie to switch vehicles? well he's doing everything in his power to prevent you from doing so. he'll turn at the last second, stop moving when you anticipate him to move, and, when you've finally bumped him, you have to hope that the game registers it as a prompt to start dialogue, because it seldom will. 5) not making clear how trophies are expected to be earned within an adventure save if progress is to be saved. this could've just been a me thing, but it was frustrating to have completed all 4 trophies to progress the story only to learn that, because i was in the track mode, none of it mattered.

BUT. then i unlocked drumstick. i started getting a hang of combining drifting & breaking to get around best. I learned how to use zippers in the most efficient way possible. i discovered the last world. it all came together when i played star city for the first time. i understood why people loved this game. that feeling of darting around, perfectly maneuvering around a level, was incredible. on top of that, of course, the music, art direction, and track/world design are all as outstanding as they are distinct from others in their genre.

and its got tip tup. what else is there to want. wake me up when mario kart puts in jungle falls, frosty village, pirate lagoon, greenwood village, and anything from future fun land.