The weakest in the series (to be fair, it is the first). Simplistic, and repetitive. There's some vaguely interesting optimization you can do with high-level crops, but once you memorize the watering route you can play every single day exactly the same. There is almost nothing to do besides water crops, harvest if necessary, and talk to NPCs if you care enough to bother.

The dungeons are aplenty with little variation. There is a particularly bad dungeon that is only available during the winter--I hope you get to that part in the winter and not before or after!

Another of my Zoom class distraction games. Surprisingly deep, and on hard it's actually hard. There's a variety of viable strategies, upgrade trees and niche mechanics.

It becomes a game of sense and instinct. Feeling for where your defense is failing and patching it up in a synergistic way. One lower difficulty you can play the game mostly tabbed out and on autoplay, just popping in to place towers every few rounds. Bloons TD6 is fun, and relaxing--but that's about it.

To be transparent, I don't really enjoy fighting games.

I played Ultimate for a good while, with friends and the campaign. The mechanics of Smash make it enjoyable to play even as an inexperienced player. The chaos of items and large groups of players makes it possible to eke out a victory even if you really shouldn't win.

The vast array of playable characters ("everyone") is awesome. There's a character for everyone. In many cases, the movesets feel impressively familiar with how they play in their own games. (I speak mostly of Link, my main).

In the end, however, Smash Bros is a multiplayer game first, and unless you're sweaty, it's only fun with friends. Hopefully, your friends aren't sweaty either. A fun game, not one I want to master, personally.

My review of Wind Waker might be the most unfair.

Here's the crux of it: Wind Waker is a linear game masquerading as an open world. There are dozens of islands in the great big sea, and visiting any of them even one millisecond before getting the required key item rewards absolutely nothing of interest. Exploration is actively punished by wasting your time.

The best way to play Wind Waker is to follow the main story to the letter, and then maybe explore/sidequest during the infamously tedious Triforce section. The Wind Waker overworld is the worst in the series (even worse than Skyward Sword, 'cause at least that game is upfront about it).

The dungeons in Wind Waker are Ocarina of Time style to a tee, so I won't complain too much. There's not really any stand-out multi-state dungeon, but the settings are varied and interesting. Also, I'm a huge fan of the concept of returning to a dungeon several times--but in practice, it never seems to work. The Forsaken Fortress is not an exception.

Some day I might play Wind Waker again and have a more favorable review. The art style, characters, and music are on point! There's a lot to love. Wind Waker is many people's favorite Zelda game, but not mine.

This is my second to last mainline single-player Zelda game (I am playing Ages as the finale). I didn't know what to expect going in, but Seasons became my favorite 2D classic Zelda game, and one of my favorites overall.

Everything about this game is surprising. It's an incredibly vast and complex game, with many secrets and items. There's an entire underworld, and the seasons mechanic means the overworld plays like a four-state puzzle-box dungeon. You can explore everything multiple times and find something new (though this does result in some tedium).

Seasons also has one of the better Zelda stories (not saying that much) and some great comedic moments. The soundtrack is inspired.

The structure of the game strikes pretty close to (my) perfect balance of linear and exploratory. Dungeons are in order, but there are so many secrets in the open world that I was consistently rewarded for backtracking and careful exploration. Dungeons do trend towards mazelike, but rarely in a simplistic way. They are typically small enough to explore thoroughly without getting too lost or frustrated.

Seasons suffers from Walkthrough Syndrome, unfortunately. However, as one of the final games in my Zelda journey, I was pleased to have a challenge (I didn't mind consulting a guide when I got stuck on a few points). I took good notes, drew maps, and mostly got through on my own.

As a side note, since Minish Cap was one of my earliest Zelda games (and another personal favorite), it was delightful to see the ideas that Capcom introduced and carried through into their later title. Even specific sound effects.

I look forward to savoring Ages, and I'm glad I saved these two games for the end--when I was the most ready to enjoy them. I would love to see a remake of both, someday.

Truly a beautiful game, and a very daring concept. I simply enjoy sailing in Sea of Thieves, I feel grounded in the world. The ocean is beautiful, storms are oppressive. Nothing is more majestic than the Megalodon.

Sea of Thieves is held back first by it mostly being fun with friends. It is a multiplayer-focused game and despite their best efforts, I am still unable to really enjoy solo sailing.

This is a bigger problem because doing anything in Sea of Thieves takes a long time. You can't make progress over a short time, every sailing mission is a hefty commitment and your journey (necessarily) cannot carry between sessions. (Saving between story quest checkpoints is now possible, but those checkpoints are still far apart).

Still, every update indicates the devs know what they're doing. Sea of Thieves is a game with a very specific and restrictive design objective. I respect this game immensely but don't often make the effort to play it.

Gorgeous pixel art and environment. Unique setting. The wall-jumping mechanic doesn't work all that well, but once you get used to it it doesn't detract too much.

Unfortunately, as a Metroidvania, it's rather simplistic. It's essentially linear, each key item just unlocks the next area. I rarely got lost, nor felt particularly rewarded for exploring.

The combat was a mixed bag. I think the boss design and animations were excellent. Charge shot has a satisfying feel. However, fighting regular enemies tended to be annoying, especially when backtracking through old areas.

I spent more time in the stage editor than playing the actual game. You would not expect it to have such a good editor, but you could legitimately make stuff in it. I made all sorts of contraptions, but not really playable levels. I'd be curious to know if the official levels were made in the same editor.

There was a single-player "campaign" if I remember correctly. I remember mostly that some of the levels had really tight requirements, which made progress difficult. I respect the amount of content, and I am glad for a single-player mode in a multiplayer-focused game. I didn't play much multiplayer, so I won't comment on that part.

Played a long time ago. I remember liking it a lot as a kid, I'm pretty sure I cleared the whole game more than once. I liked how the levels progressed and changed throughout the game. Color mixing mechanic is novel.

It was held back by motion controls, however. More often than not, failure felt outside of my control. Might have just been a skill issue--I was like eight, alright?

I didn't play for long and don't remember much. As I remember it, the mechanics are unique but not very deep. I liked that you unlock more mechanics every run. The sort of game that you might play idly while watching TV.

Honestly a banger. And, I WISH I could design a character as iconic as the Amogus Crewmate.

The downside is it's pretty much only fun with friends (though I have never bothered to give random lobbies a fair shot). I have plenty of friends, but none of us have plenty of time.

A prime example of "procedurally generate everything" quickly leading to stale and predictable content. I am perhaps being too harsh, but despite offering everything, Cube World did not hold my attention for more than a single play session.

Actually, from what I remember, this game had some good ideas. Lots of theoretically interesting ways to incorporate procgen. The problem, as always, is without sufficient structure it ends up being nothing.

Played this as a kid. I spent more time confused than not. Controls were non-intuitive, and the puzzles were tedious at best. Quality all around is low, the soundtrack is repetitive.

Actually, writing this makes me morbidly curious to try it again...

This was my first (proper) rhythm game! I like the unique way this game visualizes rhythm. It's strangely intuitive. I found it extremely satisfying to improve at this game (and frustrating). I even think about music differently now, being much more aware of complex rhythms.

ADOFAI has a good selection of music, including jazz. The official stages mostly focus on tricky rhythms over precise timings, which I appreciate. The difficulty curve is a bit inconsistent for a new player, and Heracles kicked my ass. You can play levels out of order though, so it's alright.

I picked up this game because I saw a playthrough of Third Sun and thought "I want to be able to do that." Six months later I have mastered that stage (among others) and I recently started dabbling in workshop levels.

I wish the itchio release had better support for custom levels. I ended up needing to buy a Steam key in addition.

Flashy fast gameplay, cool lore. I got into it 'cause it had sick bows and stealth and headshots, and I stayed for the story. I also stayed for the grind--Warframe was my mindless entertainment through many a Zoom class lecture.

Warframe is not for everyone, it is an F2P grinding game after all. But, it is the best F2P grinding game!

Furthermore, there's some genuine substance to the quests, at least once you get to Second Dream (which is a bit of a way into it). Unfortunately, it's all locked behind the Grind, so if the rest of the game isn't engaging to you, the story hardly matters at all.

Warframe also has excellent coop, and its leveling system means high-level players are constantly interacting with low-level players in a fun way. I had maybe two negative interactions ever playing online Warframe.