This review contains spoilers

Incredible problem-solving mechanics are unfortunately somewhat wasted on a copy-and-pasted world that lacks the originality and wonder required to sustain its 100+ hour playtime (if you intend to see everything it has to offer).

Not only is the game too similar to Breath of the Wild (retaining its poor combat system, clunky UI and ability to eat food and swap clothing at any time in the pause menu), but most areas with "new" content are too similar to others within this very game. The Depths is mostly empty with the occasional mine, enemy camp (with reused enemies) or boss fight (also reused). The Sky Islands are mostly a handful of repeated base structures with minor variations across the map, with the same enemies and bosses and often the same rewards.

There are far too many "Rauru's Blessing" shrines that offer no challenge or puzzle whatsoever - and they waste the player's time with unnecessary load screens. The shrines in general are somewhat improved over BotW, but are still far too easy. I would often solve a puzzle and say "that's it?" when reaching the exit. Dungeons may be themed better than before, but are still boring, trivial check-lists of basic "puzzles" that don't build on each other and escalate the challenge.

The UI is awful, the combat and weapon systems are unchanged (right down to the awkward activations for Flurry Rush), and most sidequests are just a grindy mess.

Still, this fully realised version of Hyrule is staggering, even if it's mostly the same as before. The new building, fusing and time-manipulation abilities are downright genius, and are where most of my fun came from. If the game leaned far more into becoming a challenging, player-first immersive sim, or a (I can't believe I'm saying this) "Souls-like" world full of unique, demanding boss fights in each region, then this would have been a much more engaging game for me.

Here's a fun idea - when exploring new areas of The Depths, fast travel should be disabled until you find another light root. Or just turn it off entirely. This would make the player really have to commit to exploring this place, and build some fun vehicle to escape to the surface again. The feeling of isolation in the abyss is kind of ruined when you can open a map at any time to warp back to the lush green fields of Hyrule above. Exploring caves in Minecraft wouldn't be as engaging or tense if the player could warp back to their house at any time, it's the risk that makes it satisfying and worthwhile.

The disappointment I felt when I realised nothing had changed from BotW was palpable. The new stuff is great, it really is, but I can't be screaming with positives about this title after so many issues were carried over from the prior game. I'll happily take more open-world Zelda, but it needs a complete overhaul. New combat system with a better dodge/parry system, a brand new world with new races of characters to meet and new bosses to fight, and a story structure that doesn't rely on unsatisfactory flashbacks that Link never seems to mention to anyone.

There's so much more I could say here, I'm trying to convince two months of stray thoughts into a few paragraphs. Just know that Tears of the Kingdom has a bounty of fun moments, but it's let down by poor systems, unfulfilling exploration, grindy missions, and distractingly lackluster technical performance on the Switch. It's a miracle it runs at all, but the game suffers being tied to such bad hardware.

Game is boring and Sonic has glue on his shoes.

Video review: https://youtu.be/-ntYsDby1mU

Unironically more polished and enjoyable than every single Sonic game since Mania (ok maybe except for Team Sonic Racing but that game is broken too). I got very emotional just seeing the characters all hanging out together and drawn in such a beautiful style. This was lovely!! Can the main games be good now, too? Please?

Overall better than the original, even if it cut some of the really funny stuff that I liked, Combat is faster-paced, the parry is great, and the pacing still feels just about right. My biggest problem is the camera, which often got stuck on objects behind me or felt way too zoomed in, preventing me from seeing enemies that were right next to me. It's a bit too easy to get blind-sided, but maybe this is because I played on Hardcore on my first run.

Still waiting on a new Dino Crisis, or an RE-styled remake, Capcom.

This review contains spoilers

Loved this a lot. I missed the sense of exploration from Dark Souls, but the core action mechanics and satisfying parries more than made up for it. Other than a basic whole number for your damage and health, there's no worrying about RPG values here. It's a true action game taking place within the open-world Metroid-ish Souls structure, backed up with some items and buffs and junk if you decide to use them. But the lack of gear is probably the best thing about this - no armour sets, no elemental stats, no sword that deals +5 damage but -2 stamina. Funnily enough, people say this is the hardest FromSoftware game, but after a while it felt much, much easier to me than Dark Souls because there was nothing in my way except my own skill, which I greatly prefer. No main bosses that required some stupid consumable item for me to defeat properly. I don't like feeling as if I need to grind to make myself better, because then it's this vague guessing game of numbers. There were a few points in Dark Souls where I felt robbed of a boss fight because I must have been over-levelled, or I said "screw it", summoned an NPC once and then steam-rolled the boss. No hollow victories here in Sekiro - although admittedly, once you get that perfect parry timing down, sometimes victory comes so fast that it almost feels unsatisfying. Happened to me with the final boss, funnily enough.

My annoyances are as follows:

Grapple hook sometimes just decides not to work even when the icon is green, and the range it can grapple from feels very inconsistent. Maybe I'm just stupid. You can hold down the button in advance so that it auto-activates when in range, but even this felt unreliable.

Sometimes the game misread my inputs during hectic moments, like trying to attack after a parry, it would think I wanted to do a special attack (which is activated by pressing both at the same time). This is, in some small part, my fault too, but maybe there was a better way to bind these attacks?

Demon of Hatred is very frustrating and doesn't quite match the fun of this game. I also gave up fighting all the Headless and Shimichen Warriors because they were quite annoying and didn't feel worth it. The Terror mechanic sucks. Otherwise I did basically every optional encounter because they were fun, challenging, and rewarding. Not just with resources, but with my knowledge of the game expanding after each one.

The game progression is a bit confusing in some places. I took a rather unconventional path and basically completed tons of late-game areas early without realising it (Depths, Sunken Valley, Senpou Temple, etc.). When I had to return there later for main story bosses, it meant I could just warp there, which was cool, but sometimes I was stuck wondering where things were in the world because they would change without warning. For example, I had no idea about The Folding Screen Monkeys because I'd already been there before it was available. I didn't know that I could suddenly do that fight later on, because I had no reason to think that area had changed. Same with finding Lord Isshin after beating Genichiro. This is embarrassing on my behalf, but I had to look up a video for this, because I could not find him, even though he's directly next to the main castle tower. I had already been there before and gotten his note, and the characters were telling me to look outside of the castle grounds for him, and follow the Nightjar smoke signals. While they did lead to his location, they also kept going past it, which made me think he was down in a different area like the Sunken Valley. I felt like an idiot when I found out he was a ten second walk away the whole time, but in fairness, how was I supposed to know he'd suddenly be there when I'd gone there maybe ten hours beforehand and didn't find him? I wasn't going to remember where I found his letter, that was ages ago! Partly my fault, partly the game's fault on that one. Don't know why they specifically said he was in a different castle watchtower outside of the area when he was literally next door.

I got in the habit of holding block and then release-tapping it to parry, which worked wonderfully as it let me keep rebuilding posture in the meantime. Most of the time, I could hold the block button and I'd stay blocking right after an attack or a dodge, but sometimes it just wouldn't happen. I'd be holding block for a second or two only to realise I wasn't blocking at all, and then get hit. Not fun!

Very confused by there suddenly being two Great Serpents. I thought they kept referring to it as "THE Great Serpent" not "ONE OF THE Great Serpents". The context-sensitivity required for certain puppeteer puzzles is a little strange too - certain enemies will have scripted puppet behaviours they perform autonomously, removing much sense of puzzle-solving in these scenarios (like with the monkey next to the snake in the cave).

* I wasted a long time trying to beat the spear guy in the flashback area at the start of the game when I didn't even have the Mikiri Counter yet. I also didn't have the axe which would let me easily get past the shield guys on the way there. Went back to the main game, beat the horse rider boss in a couple tries, unlocked the counter and the axe, went back, and beat the spear guy first try. I understand why they slowly dish out new moves, but I was annoyed that I'd unintentionally made that fight way too hard for myself. I didn't know I was going to unlock a thrust counter had I gone the other way, that's not really my fault.

I think that's most of it. I really, really loved this game and can see myself enjoying it a lot on a second playthrough. The rush of demolishing bosses and minibosses that once gave me a hard time would be incredible. So glad that it has a built-in boss rush mode too, that's awesome. Highly recommend this, but it's not Dark Souls. You can't get by with grinding and stats. For action fans like me, it's just what I wanted.

Simply a prettier version of Metroid Prime - a game that I already love, but have many issues with. I would have liked to see some things changed in an optional "Remastered" mode, with this current version of the game being left as "Original" mode.

The backtracking, boring boss fights and Chozo Artifacts still hold this back for me. The atmosphere, visuals, music, and basic gameplay are all excellent, I just wish they were part of an overall experience that was less tedious. I really hope that Prime 4 can somehow meet halfway between the expectations of the Prime series, and the fluid movement of 2D Metroid.

This is bordering between a 3.5 and 4 Star Rank for me. I don't take numbered scores very seriously, but I ranked Metroid Prime on Gamecube a 3.5/5, and since this is literally the exact same game, I'm sticking with it for consistency. Bring on Prime 4, but I'll probably be more excited for "Metroid 6".

Excellent action game with a strong rhythm hook that ties it all together. Does a great job of teaching regular stylish action mechanics (pause combos, perfect dodges, parries, final hits of a combo chain doing the most damage, etc.) by fusing them all into the rhythm. I think this is an action game that would make you better at other action games, too, since it heavily discourages button mashing and teaches the other things I listed above.

Huge recommendation from me. and am currently making a video critique to go over my finer issues.

My main problems are the lack of Lock-On and Dodge Offset, and the fact that enemies can pretty consistently attack from off-screen, or get covered by other things obscuring the camera view. It gets pretty annoying to constantly have my combos broken by incoming enemy attacks, and I have no way of continuing them afterwards. Will go into more detail in my video.

EDIT: Video critique here! - https://youtu.be/MCWn9bYUtuI

An incredibly entertaining and emotionally satisfying story matched with mostly average (or below-average) gameplay, that gets stretched out for an enormously long time. A beautiful open world with what are likely the best animals I've ever seen in a game. Let's do dinosaurs next time.

I just want to make it clear that this is the best game I have ever played. I wish I could play it again blind, but I can't. Don't spoil yourself, just play this (and the DLC) whenever possible, because it's an unforgettable experience you cannot find anywhere else.

I love this game dearly, and am so proud that it even exists in the first place. It's hard not to view Outer Wilds as the greatest game of all time, and I'm going to be the annoying guy who recommends this to everyone I know for the rest of my life.

It was fun! Not perfect, but fun. Momentum-based 3D movement feels great, but is let down by some long stretches of level design that don't feel particularly meaningful. Combat is good enough to not feel tedious, and the story is...weird, and could have benefitted from better presentation with more brevity.

Enjoyable overall, and easily better than Sonic Frontiers.

I still have so much to do, so this review could change, but for now, I think the gameplay is incredible but the game is let down by a terrible ending and a general lack of personality surrounding its protagonist. Bayonetta does not feel like Bayonetta and that really sucks. I can only hope they do a 180 after this game's ending when it comes time to develop the fourth entry, because I do not like where it's going at the moment. I want my Bayonetta back, but I don't know if I ever will, especially after all this behind-the-scenes drama about her original voice actress.

It's ok.

The combat takes too long to get good and the game is FULL of filler. The camera sucks, the lock-on breaks constantly, the story is long and boring, the controls can feel clunky and unresponsive at times, I don't like the skill trees and the focus on picking up tons of pointless items and resources instead of one simply currency, and the game does a poor job of teaching some more advanced mechanics, especially when you consider how difficult the final boss is.

But when you learn the moves, and get to just play the game without fluff, it's alright. No Bayonetta or The Wonderful 101, but it's fine.

I think I started this game in May, but to be fair I was also on holiday for all of June. Logged 54 hours on my save file, doing basically everything I could find including the DLC. This is my first Soulsborne experience although I've played similar stuff like Hollow Knight and Blasphemous as well.

Overall, really solid, but definitely has it's unfair moments that pissed me off. Not a big fan of the RPG stuff, which is why I'm real excited for Sekiro some time next. I loved exploring the world and finding new surprises everywhere I went, and fighting the bosses was mostly a lot of fun, aside from a few that just plain suck.

Would be 4.5 if not for the RPG numbers game removing some pure skill stuff, and some unfair design elements. Again, excited for Sekiro, one day I'll get to Bloodborne (if on PC) and Elden Ring I reckon. I'm get why people love these now.

Excellent, just like the base game. Can't get enough of this music, and some of the art direction in this expansion is jaw-dropping, like the stop-motion and faux-3D lighting. Superb.

Needs a lot more work before this can be considered a truly great collection of some great games. Video review coming soon.