13 reviews liked by muddysandwich


I actually plan on fully reviewing this entire game, dedicating an insane amount of editing and effort to make sure I cover almost every part of this game. It's a deeply profound, beautiful, poetic, silly, emotional, evocative, breathtaking game with arguably the best level design in the series so far.

However, for the time being all you need to know is that this game changed my entire life, and without it I may not be here today. I know that sounds dramatic but at the time I played it, it was my therapy.
I had never experienced anything like it, and to this day I still think it's 1 in a million and million. I adore it with all my heart, and no it isn't my favorite number 1 game, but it'll never stop being the thing I thank every single day of my life.

Thank you so much everyone who helped make this game possible. I am forever grateful. I spent thousands of hours of obsessing, crying, and fumbling through this game time and time again because this showed me life was beautiful in a way I wasn't ready for.

This review contains spoilers

Charms you immediately with a simple, yet beautiful artstyle that fits the style and atmosphere A Short Hike is going for perfectly. Through very charming dialogue, we get to know the protagonist, Claire. She's waiting for a phone call, bothered that she doesn't have any cell phone reception, because this apparent thing is very important to her. Her aunt tells her that she should take a hike, literally, and that she might even get reception on top of the mountain, setting a clear goal and believable motivation for Claire.

As you begin your trek through the island, upwards to the mountain, you meet a bunch of cute, charming and funny characters that give you mundane tasks to do to help them out. A lot of the time, you will get something out of it, but it's not always a guarantee, yet it simply feels good to help out these folks that need your help. If you don't end up with a reward, you will at least get to feel their gratitude in most cases, giving a lot of life to these little characters that you sometimes don't even know the names of.

Through the tools and help that you gather around the island, you are able to start the real hike to the top. These mundane tasks done prior have a real weight to them when you consider that a lot of these characters indirectly help you in your hike as much as you helped them. Getting running shoes, golden feathers, a bucket, a compass, etc. will all help you get towards your eventual goal. But in the end, you have to make it yourself.

Reaching the top, you're able to enjoy the view and even witness an aurora borealis. You feel at peace, having made it this far. But then you get a call, like your aunt told you, there is reception up this peak. Through the phone call, you learn that Claire was stressed about the surgery of her mom. Her mom, in all familiarity, tells her not to worry and that she's proud of Claire for making it to the top. In an emotional climax, the two exchange loved words before a rare updraft bursts out of the lake at the peak. Claire's mom encourages her to ride the updraft while she still can and Claire, albeit nervously, takes the plunge. Soaring through the sky, going down all the way whence you came is an emotional and uplifting experience. You're able to pick up some tasks that you have yet to complete, but in the end, you go back to your aunt and tell her about your experience. Before taking a nap, Claire tells her aunt she's glad she came here, and so am I.

There seems to be a prevailing expectation that as games evolved, they also became exponentially more approachable. Higher budgets resulted in smoother graphics and fewer bugs. More complex controls (adding left/right triggers, then adding one/two joysticks, then dabbling with motion inputs, etc) gave players a firmer grasp over their characters. AI became more predictable as their algorithms became more intricate to capture a wider range of responses. In a sense, as the technology expanded, the resulting products seemingly became more streamlined to better suit the player’s needs while more thoroughly capturing a developer’s vision.

Team Ico has never been about following tradition, however. If anything, the evolution of their titles embodies the regression of player control, choosing to instead utilize technological advancements not just to refine its premise via "design by subtraction" as chump has pointed out, but to deliver an entirely new experience altogether. Ico was a classic tale of boy meets girl; the girl had to be freed from her cage and pulled around the castle, as the boy protected her against everything in her way to prevent her demise. Shadow of the Colossus, however, was a story concerned with the struggle over control. The lone wanderer, in his quest to revive Mono, hunts down various several-story colossi capable of swatting him about like a fly. In the resulting desperate dance of death, he at first struggles to climb their hulking figures, hanging on for dear life until he discovers their weak points and stabs the colossi while they helplessly flail about. In other words, it's a game about trying to regain any semblance of control until you realize after the fact that the only shadow left was the literal shadow cast by Wander over their fallen corpse.

The Last Guardian then, can be thought of as the natural evolution of Team Ico titles, in that it melds previous design sensibilities and thrives off of disempowering the player throughout its entirety. Trico, the player’s companion and a cross between cat and bird, is essentially the analog to Wander’s horse in Shadow of the Colossus, Agro. Fumito Ueda designed Agro as a companion rather than just a vehicle, and had his team develop specific movement algorithms that would allow Agro to steer herself without the player’s explicit control, forcing players to put their trust in their steed during certain fights emphasizing bow aiming. Ueda and his new team at GenDesign iterated upon this idea, explicitly creating environments where the player was forced to rely upon Trico’s actions to progress and thus establish dependency between the boy and his companion.

While the game can be thought of as an inversion of Ico in this sense, its design influence upon The Last Guardian should not go overlooked, particularly in how the game captures Ico’s physicality. Ico’s key strength was establishing a sense of presence through minimalist puzzles that lacked overly gamey elements, namely in how Ico interacted with his surroundings. Players are subtly guided into climbing chains, pulling levers, sitting on stone sofas to save, and most importantly, holding down R1 to hold Yorda by the hand around the castle and pull her out of danger whenever captured. The Last Guardian innovates upon this by combining several of the traversable elements and the companion into one. To better navigate the vast ruins, the boy must guide Trico and utilize their tall body of climbable feathers in order to scale heights, while occasionally dragging around their large tail and dangling it over ledges to safely climb down. Most importantly, you get to pet Trico whenever you feel like it to comfort your friend in both their happiest and most emotionally taxing moments. In both Ico and The Last Guardian, the player’s constant contact with both the environment and their companion keeps them firmly rooted within its constructed sense of reality by regularly reminding them of their companion’s physical presence.

This physicality would not be as significant without the lessons learned from Shadow of the Colossus however, not just regarding AI behavior but also specifically in how it adapts the game’s sense of scale. Trico is large, and the boy is small. As mentioned previously, Trico can utilize their size to lean against walls and give the boy a step up, but they can also utilize their weight to hold down large chains and swipe away at imposing bodies of armor. Meanwhile, the boy is much more agile and can fit into otherwise inaccessible small spaces by Trico, squeezing through narrow tunnels and gaps in metal gates to pull switches and let his partner through. This obvious difference in size creates consistent room for contrast, not just in how the two characters differ in terms of functionality but also in terms of their scale when measured against the traversed liminal spaces of the ruins, constantly transforming from immense empty rooms to constrained and suffocating tunnels and corridors.

What is particularly interesting is not just The Last Guardian’s disempowerment or sense of scale, but rather what it manages to achieve with said elements and the resulting contrast to establish interdependency between the two characters and solidify their relationship. The combat, an almost complete inverse of Ico’s combat, is the most obvious example. Rather than defending Yorda by whacking shadow enemies with a stick, the roles have been reversed, in that the player must rely upon Trico to guard against scores of possessed armor as to avoid getting kidnapped himself. Even so, the game plays around with this idea of vulnerability, shifting the onus of responsibility about as the boy often finds himself in positions where he must actively support or protect Trico, such as disposing of glass eyes that scare his friend or scrambling to pull a nearby switch to lower a bridge and give Trico room to climb up to safety. The game is even willing to occasionally break its own rules to demonstrate how this sense of caring evolves past its defined guidelines. In almost any other game, this mechanical inconsistency would be regarded as a flaw, but it is this sense of doubt that creates room for the relationship to build from in the first place, and is perhaps the game’s most understated strength.

This is not to say that The Last Guardian was bereft of limitations regarding the execution of its ambitious scope. The most pressing challenge that Ueda and his team faced was how to balance its constructed sense of reality with regards to player expectations; that is, it had to find meaningful ways to commit to its vision of establishing the relationship between the boy and Trico while also acknowledging and appeasing players that would otherwise get lost or frustrated. Perhaps the most obvious downgrade from Ico is the presence of constant button prompts appearing on-screen to alert the players on how to better control the boy and instruct Trico; while the frequency of the prompts lessens over time, it is a slight disappointment that the game doesn’t simply force the players to experiment with inputs and commands as a more subtle and trusting substitute. This downfall however, is an anomaly amongst The Last Guardian’s other shortcomings, as it manages to successfully disguise many of its other concessions and limitations. There’s a classic “escape from the collapsing structure” sequence where all you do is hold forward and jump, but the game gets away with it because the player is used to being framed as a helpless participant. There’s occasional voice-over dialogue hints whenever the player has been stuck for a while in the same area, but it feels far less intrusive than Dormin’s repeated and booming hints in Shadow of the Colossus because the game has already established itself as a retrospective re-telling from the now grown boy’s point of view. Trico doesn’t respond immediately to the boy’s commands when being told where to go, but it makes sense that they wouldn’t function like clockwork and would need time to spot and process the situation from their own point of view, so the lag in response feels justified. It doesn’t matter that certain isolated elements of the game would crumble under scrutiny. What matters is that the situational context to allow players to suspend their disbelief is almost always present; in other words, the illusion holds up.

I’m still learning more about the game to this day. There are so many little details that I wouldn’t have spotted upon a first playthrough, and it’s an absolute joy finally getting to gush upon spotting them in replays. Of course it makes sense that you can’t just issue specific commands to Trico at the very start as a sequence-break despite not being taught by the game; after all, Trico hasn’t had time to observe you and mimic your actions to carry out such commands. Of course the hostile creatures that look exactly like your friend behave similarly; how can you then use your preconceived knowledge of their physiology to aid your friend in a fight against their copycat? I also can’t help but appreciate how GenDesign condensed so much learning within its introduction; in the first ten minutes alone, you’re hinted on how to later deal with the bodies of armor (the magical runes that appear before waking up are the exact same as the runes that appear when grabbed, and are dispelled in the same manner of furiously mashing buttons), you get to figure out how Trico’s eyes change colors depending upon whether they’re mesmerized or hostile, and it quickly establishes the premise of building up trust with a very wary creature that’s more than likely to misunderstand or ignore you at first. Combine all of these nuances with the game’s ability to destabilize and diversify playthroughs via Trico’s innate curiosity and semi-unpredictable instincts, and you get a game that becomes easier to appreciate the more the player familiarizes themselves with its inner workings.

I think a lot of criticism for The Last Guardian ultimately comes down to less of what we perceive the game is and more of what we perceive the game isn’t. It’s not a fully player-controlled puzzle-platforming game like Ico, it’s not a puzzle-combat game with spectacle like Shadow of the Colossus, and it’s certainly not a classic companion escort-quest game where you can just order Trico around like a robot and expect automatic results every time. Instead of focusing on the progression of more complex controls and puzzles, The Last Guardian is focused on the progression of a seemingly more complex relationship. I’m not going to pretend that everyone will get something out of this game, as it definitely requires a good deal of patience and player investment to meet the game halfway. It’s certainly more difficult to appreciate given its lack of influence unlike Ico or its lack of exhilarating boss encounters unlike Shadow of the Colossus. That said, it’s this element of danger in its ability to commit to its vision while alienating impatient players that makes it such a compelling title once it finally clicks. Many before me have pointed out how powerful the bond between the player and Trico felt upon learning from others that improperly caring for Trico results in your companion stubbornly ignoring the player’s commands; after all, volume swells cannot exist without contrast to provide room for growth. Perhaps this is why at the end of the day, I find myself transfixed by every word that Fumito Ueda has to offer. In an era where developers feel overly concerned with the best and brightest, he doesn’t seem concerned about what video games mean so much as what video games are. I can only hope that someday, he and GenDesign will return to bring us a new title that captures our imagination as thoroughly as many of his works already have for me.

Greatest Game of all time

This review contains spoilers

This installment of the Silent Hill series is my first, and what a terrific decision that was. This game's unique premise, centered around the mysterious and ever-changing apartment room of Henry Townshend, creates a sense of claustrophobia and discomfort that no other horror game has achieved for me. This story doesn't rely on previous knowledge of the other installments, and for me, it enriches the storytelling with a gripping plot that gradually unfolds in disturbing and unsettling layers of depth that kept me engaged and immersed to my core.

The sound design is a major standout feature that significantly contributes to the atmosphere, enhancing the sense of dread and anticipation that Henry is feeling throughout the game. Every creak, groan, and distant sound adds to the suspense, making every moment a nerve-wracking experience.

Visually speaking, the environments are hauntingly beautiful, and the monster designs are some of the most grotesque and imaginative that I have seen yet. The attention to detail in the landscapes is something I also really appreciated. With every note I pick up, I can imagine myself being in that person's position, writing it out, and seeing their demise as I pick up an item that once was their belonging.

The second half of this game really sealed the deal with its interconnected level design and the constant stress of having to deal with Walter stalking you in every world all while protecting Eileen. The revisits are some of the most rewarding puzzles I have experienced yet and never overstayed their welcome. The revisits were by no means a handout, but feel a lot more intuitive once I figured out the Silent Hill formula. At first, I was not looking forward to replaying the respective worlds from previous bad experiences like Kingdom Hearts 2. Silent Hill 4 did not take the easy route with lazy writing/development having to revisit the worlds a second time, but took it as a creative opportunity to maximize the content of the game, given you are stuck in a room that slowly deteriorates along with the sanity of Henry as he loses more of his peers to the unrelenting world of Silent Hill.

This game has single-handedly made me a fan of psychological horror games, as it truly delivered a bone-chilling and memorable experience. Silent Hill 4 is an absolute gem to me, and it deserves every bit of its 5-star rating.


One of the best stories ever written, a look into the gaming medium's highest potential. A harrowing tale about humanities desire for knowledge beyond our comprehension, our desire to reach the cosmos. About corrupt, religious institutions of power abusing their status to further their selfish ends. And about so, so, so much more. It takes concepts from classic horror literature and uses them in such a unique way. This isn't even talking about the amazing gameplay, the best use of the medium in the business, the music, legendary bosses. A run in for the best video game ever made.

This review contains spoilers

(Spoilers for MM, WW, and TP) As I get older I find myself not enjoying the gameplay of the Zelda games that much anymore. That is partly my fault, I have been playing the games since around Ocarina came out and have replayed each one dozens of times. I've just worn them out, even the dungeons are auto pilot for me now. The gameplay is a bit too simple for me nowadays (I hate to say it but the endless ocean of depth in terms of mechanics in soulsborne has ruined most gameplay for me, fuck man lol). Either way, Majora's Mask isn't so much special for those reasons. The work's biggest strength are primarily in the storytelling and the way it uses the medium masterfully.

Just as the world of Termina itself is a mystical, unfamiliar and hard to decipher location, this game focuses on the point in the human condition where everything is in flux internally. We have experienced enough to have some regrets, lost connections and are just starting to contextualize the fleeting nature of time and mortality. However, we haven't lived long enough to fully understand and accept these feelings as we grow further into maturity. We have all experienced this hidden darkness dormant within us at some point. The moon represents the unescapable nature of death itself, fleeting time and the fear of these 2 things. The story uses this thematic tool as a canvas to which the game explores a variety of different flavors of lost connections, dealing with regrets and finally healing from all of this for more spiritually fulfilled sense of self.

It is often hard to consider one's own life across its entire span but the setup Majora has forces us to do just this. What connections have we lost due to immature behavior or bottled up resentment? What regrets do we have that still linger within our hearts that hold us back from true spiritual prosperity? What immature actions am I doing today that I need to grow out of in order to change? The Hero of Time himself has to confront all of this during the final battle, regretting how he has been forgotten by time, lost the only person who truly knows his story, completed his grand role. Broken hearted. He didn't let himself get consumed by these feelings and overcomes this at the end of the game through Skull Kid's journey of also accepting his broken heart and childish tendencies for seeking attention (representative of what Link would become if he never matured properly with the right mindset).

We know that in Twilight Princess the Hero of Time indeed has accepted everything and goes on to be a hero on a smaller scale than what he rightfully deserves but he is accepting of that. His action on a meta scale only temporarily stopped darkness, Ganondorf comes back and indirectly causes the end of the very land he saved. He doesn't know this but it adds a layer of profound pointlessness to his actions in Ocarina. Yet he still accepts everything with a mature heart and lives the best life he can, finding a wife, performing heroic duties throughout Hyrule and dying only with the regret of not passing on his skills to the next generation, even giving up his green tunic. Termina, in all of its dark beauty, helped the Hero of Time and thus us the player understand ourselves and move on to be spiritually centered adults.


This review contains spoilers

(Replay) When a game has this good a story, one of the best dungeons in the series, and an absolutely masterclass ost, it's a sight to behold.

The Hero of Time, further elevated by Majora's Mask, is far and away my favorite silent protagonist of all time. There's a reason my username is what it is. And furthermore, these two games combined are probably my favorite coming of age story of all time as well. The arc that Link undergoes in this game teaches that maturity is not solely dependent on your age or appearance. Forced to skip most of his impressionable years, Link has to undergo adulthood with the mind of a child and learn what it truly means to grow up. The Sages represent various challenges of adolescence, the situations Link finds himself in force him into responsibilities he shouldn't be ready for yet. And after all his experiences, he matures as a person despite reverting back to the body of a child, and the guardian that represented childhood innocence flies away forever to symbolize this. And let's not forget how well the game sets up Ganondorf's character and the rest of the timeline. The final boss is also still stunning to this day and gives me chills every time.

And yeah Water Temple is goated, no questions asked.

Dammit I love this game now lol

Properly finished. First the story. This game's story is even worse than BotW and honestly just very amateurish in so many areas. This is the same series that gave us Majora's Mask fuck sake.The dissonance between the memories and gameplay is even greater than in BotW, the structure of the 4 primary quests is legitimately bad, awful dialogue, just thin all over. There's maybe 2 good aspects to the story (Zelda's last memory and the final boss) but otherwise this has me scared for the future of the series. I hope Nintendo figures out how to tell a good story in this format.

However, while this game is probably the story valley of the 3D games, it definitely is the gameplay peak of the series overall. It has far, far, far and away the best gameplay in the series, I don't think it's close and probably some of the best gameplay ever. So many things to do, so many ways to do them and the level of challenge is there to back up the gameplay content. I've lost hours already playing and not caring at all about the story, that rarely happens for me these days. I'm planning on hopping back in ASAP for some more fun messing around with the mechanics and finishing most of the content. Overall, I'd probably put it above BotW purely off gameplay being substantially better and the story in BotW not being that much better. Eh, honestly mid tier Zelda's for me overall probably but I'll enjoy the kino gameplay.

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