This review contains spoilers

If BotW was the tech demo then this was the full game. Nintendo really capitalised on the areas of missed potential from the previous game. Looking back you can tell the blood sweat and tears went into getting BotW to work and feel "next gen".

It's a testament to the importance of building a solid framework for your games. With good foundation comes the ability to make an infinite amount of Valve esq physics puzzles.

-Big fan of how they've leant into the creative sandbox aspect with Zelda, works weirdly well
-that freeze block ability from BotW was pretty shit looking back on it huh
-Shrines allowing you solve them in stupid ways is great, gets players thinking about the "right" way and the "funny" way
-on the whole puzzles/temples a massive improvement from BotW
-the whole Rito Village chapter was probably the closest 10/10 experience I've had with a game in a long time
-glad they made Ganon into an actual character again instead of some vague shadow thing
-enjoyed the 1v1 sections vs Ganon

-Like everyone else I did have framerate issues from time to time, most notably when using the special abilities near a cliff of a sky island (and the game rendering literally everything below)
-combat still kinda sucks? still pausing to eat mid fight instead of having a hotkey like literally every other game
-water temple once again was the weakest one
-underground got a lil tedious after a while
-lynels still much more fun to fight than half the bosses
-gibdo survival bit was a good idea but could have been done better
-optional giant maze dungeons was a good idea but its a shame they recycled them 4 times

Overall just happy that in a world of disappointing triple A shite Nintendo can still lead by example.

This review contains spoilers


Heard a lot of praise from indie horror fans about this, while it was a solid game I left feeling a bit disappointed contrast to the hype.

The way the graphics done is neat, and generally the world building is pretty damn good. They at least try to keep the walls of text in environmental storytelling to a minimum. Did find myself wanting to learn more about the MCs relationships and the world itself. A lot of the escape room style puzzles we're really neat too.

However, the biggest problem with this game is inventory management. Why oh why in the loving mother of god would you put inventory management in a Silent Hill style puzzle game. It just made me not want to use half the items and weapons in the game as I feared I'd have to backtrack to empty my inventory to pick up 5-10 key items to progress the game. Some of these items shouldn't even have to be items either, a lot of them are just keys for another key for another key and so on.

It's like they were deliberately taking the piss towards the end, in the Nowhere dungeon they throw 3 rings, 3 dolls, an ammonia bottle, incense stick at you, alongside ammo for 5 different guns (1 of which you haven't even obtained yet). So you constantly have to backtrack to an inventory management box while accidently stepping in rooms containing bosses and hordes of enemies.

I cannot stress how much the inventory takes away from the experience. You throw in the inventory backtracking alongside enemies randomly getting up after dying and it can get very tedious.

Plot was fine for the most part but went a tad off the rails with its Evangelion inspired visions towards the end.

TL:DR A misinterpretation of the Silent Hill gameplay formula with inventory management and confusing endings.

-Combat felt kinda clunky at first but grew on me overtime, like it now
-Music/PS1 Square is raw
-Only major complaint is the random bullshit deaths, also let me use Haste outside of battle or have her run faster out of combat
-Aya is a queen

pixel art/music goes crazy, combats kinda meh and some of the boss fights are dumb