Skyward sword was a worthy conclusion to my 3D Zelda journey. The story is delightful, the dungeon and enemy design is amazing (as is tradition) and I really like how lively and active the characters are. It's always a treat whenever there's a cutscene because the characters are animated so well.

I really wasn't expecting Groose to be so relevant to the plot, but I'm so glad he is. Side characters in general are very well executed, and help make Skyloft a worthy hubworld of sorts. Definitely the best "starting village" in Zelda, admittedly because it's the only town in the game, but that doesn't detract from it's greatness. I really enjoyed getting to know all the inhabitants and unveiling the secrets of the place.

The unique structure of the game didn't bother me at all because everything works out so well. I was never annoyed by having to return to all of the ground locations again because the actual quests are so well thought out. For what it's worth, they made the most of the more separated world structure.

For gripes and nitpicks... I suppose there could be more to do in the sky. More places to explore. It is rather small, but then again it's not really intended to be the main focus of the game to the same extent as Windwaker.

This is definitely just a me thing, but I don't like how Graham, the flamboyant snake elf steals the spotlight in the second Eldin dungeon. Dungeon bosses are one of my favourite things about Zelda, and him stealing two spots really bothered me because it means we are missing out on some unique and fun monster design. To clarify, I like how active of a villain he is, but he could have just as easily been an overworld boss the second time around.

Also I hate how the Tentalus boss looks. I get that the art direction got more cartoony after Windwaker but damn you couldnt make it look a bit more menacing? Cool?? Abyssal???? I can't take the otherwise great bossfight seriously.

Yes I don't have any real pieces of criticism for this game, just my weird fixation on dungeon bosses. Skyward Sword is great, and it hurts my soul a little that there's no new 3D Zelda for me to dive in and experience after this. I'm going to miss this.

A puzzle platformer/RPG hybrid. It's fun when it uses those elements right, I just wish it wasn't painfully slow sometimes. Like in the hubworld going between floors takes like 15 seconds. You have to explore this place in between chapters all the time. And in the actual chapters you will sometimes find yourself combing through the pretty large levels for that one thing you missed. For a platformer it really isn't as fluid as it could be, especially considering it's part of the Mario series, the undisputed king of platformers.

This is the stupidest nitpick ever but the hammer Pixl is the worst hammer I have used in a video game. It's so unsatisfying. Also he refused to accept my perfect and family friendly motto because it was "too long". I had to make him say Penis instead. Games fault, not mine.

I don't want to be too negative... Let's end on a high note. The story and characters shine bright and so does the core level design. I like how you can play as Bowser. Bonus content is plentiful. The minigames in the arcade are fun, I just feel really uncomfortable when InterChet calls me a "gamer". that should be considered a slur

This is Mega Man except you play as not Mega Man and the evil doctor has a comically large nose. It's very basic, kinda easy, weapons are not that unique but they are well balanced, your jump height is absurd. Sprite work is solid but the cutscene art is amazing. (there aren't that many cutscenes sadly)

I got sold on the game after hearing Jet Man's theme. Unfortunately the rest of the soundtrack doesn't even come close. In my opinion at least.

In a contest like this you get the good with the bad. The remaster manages to minimize the worst, but most levels here are still bland and boring, if not straight up terrible to play through. I understand that this is not really something you can control, but I am rating the overall experience here. The top 4 are actually pretty excellent, same with the Wily stages.

The hubworld, npc's and extra secrets help tie the loose bunch of stages into a complete game. It's good for what it's worth. I just don't find the experience of playing levels consisting of mostly old elements that fun because I have played so much Mega Man Maker.

Two mega man-like reviews in a row? Shocking.

Being able to create your own weapons is a fun and unique concept, and it works as a great insentive to collect the stage items. I can't imagine finding all the breakable walls without the sensor item though. It's basically mandatory since every wall looks identical to their indestructible counterparts.

Stages are a bit on the short side, and bosses are a bit on the long side. Some of these guys take ages to defeat because of the over the top health bars. I didn't see much difference in using the elements that are supposed to function as weaknesses. If you want advice before playing the game, I'd recommend just picking increased CP over the elements. You can have a lot more fun with the weapons this way, while still improving their damage output against bosses.

Review is based largely on my Beck playthrough. Edits could come if I beat it as Gunvolt later

A pretty darn decent Mega man-like. Or Gunvolt-like. Doesn't really matter, I think all action platformer fans will get a kick out of this one.

Gameplay carries hard, which is a silly thing to point out but bear with me. Your forms are mostly very fun to use and switch around on the fly. The combat is satisfying and speeding through the levels becomes second nature as you progress. And having Tee Lopes as the composer guarantees an excellent soundtrack, and the story does it's job with a satisfying enough ending.

So it's fun, and that's important, but the level design is sometimes very dry and samey. The individual acts don't really have memorable distinctions from one another. Also it might be just a me thing, but the collectable medals would be way more fun if you didn't have to bank them in the teleporters.

The one thing I absolutely hate is the little scenarios where the bad guys attack your ship. It happens 3 times, has no relevancy for the plot and every encounter feels tedious. With how closely the game resembles the Mega Man Zero/ZX series, you'd think they would borrow the blueprints for a good attack scenario... Speaking of Zero/ZX, the model HX equivalent got hit way too hard in the act of balancing all of your forms out. I appreciate that one doesn't outweigh the others, but the lack of a directional airdash and the terrible attack options make Soaring Wind the worst form to play as for no real reason. You have a multi-direction dash while flying anyway, so why not cut the middleman and make me able to do that while grounded? It's stupid.

Nevertheless, I aprreciated the time I had with Berserk Boy but it doesn't quite live up to it's full potential. It gets pretty close though

After my lukewarm enjoyment of A Link to the past, I was seriously doubting if I even liked 2D Zelda. Luckily, this game changed that.

Link's awakening is a true journey. The premise is captivating, the music is unique for most zones so you don't just hear the same 4 songs every time, and the enemies you face are weird and interesting. Dungeons, bosses and enemies are all excellently designed, but that goes without saying. I want to focus more on what makes Links awakening so unique. ...It's mostly the story. I love the story.

It struck all the right chords for me. While comparatively simple, heck, some may go as far as call it "cheap" (which I strongly disagree with), the story holds emotional weight in a way that no other Zelda game does. I don't want to spoil it just in case you don't know what's going on, but I knew the premise and the turning point in the plot still hit surprisingly hard. You can credit this to the incredible atmosphere and music. It's hard to describe why I liked it so much, maybe it's the characters and the focus on the little things. There's a few meaningful interactions with the NPCs and the camera feature helps highlight everything pleasant on your journey. I want everyone to experience the story even if they feel only a fraction of the enjoyment I did.

The one real shortcoming of this game is the item management, which can become clunky with only two buttons. You can blame gameboy limitations for the bulk of it, but lifting rocks should be a passive ability at the very least. My other issue is how cramped the world can feel. The lack of shortcuts and limited fast travel options make Koholint a bit of a hassle to explore if you want to go for the extras. My third issue is just a nitpick, really. Why does the tutorial pop up every time you find a piece of power or an acorn? I straight up ignored the power-ups so I wouldn't have to stay still for two seconds.

The DX port is the greatest way to experience Link's awakening if you don't want to go the full remake route. Highly recommended, this game made me a 2D Zelda fan

Enjoyable, but I didn't get attached to the story or characters. Idk, something was off. Hyrule doesn't feel lived in and the world of Zelda still feels like an early prototype, to me at least.

ALTTP has some brilliant level design and also some incredibly shitty level design. There are random spikes of difficulty all over the game that hindered the experience.

It's pretty impressive and vast for SNES standards but I am a boring person so I didn't like it that much.

This was great. I have never consumed a piece of TMNT content or played a beat em up in my life but this game was so good, man. It's full of energy and little details. I love how the foot clan soldiers can be seen just hanging out with various different idle animations before attacking you.

The combat was extremely satisfying and the game is just pure unfiltered chaos in multiplayer, so I'm very thankful for the online mode.

I don't even need to say anything about the soundtrack. It's full of bangers. Go listen to it even if you don't plan on playing the game (but you should)

I do not care for the New super mario bros series, apparently. The levels are empty and soulless and I was so exhausted by the end that I didn't bother to come back for the star coins because everything is slow and finding that one dang coin that you missed is pure misery because these levels aren't fun enough to explore. They only, just barely pass the "fun to run through" test

3 star depression. I trust it's very fun in multiplayer mode, though.

I can respect the devs, finishing a fangame takes a tremendous time and effort. Still, this game blows.

The physics reek, the hitstun makes me feel physical pain, everything is too fast, the spritework is subpar, the story is whatever and the level design is sometimes acceptable.

I'm giving it 1 star out of respect, I can sense a vision with this game. There are original ideas and passion here. Everything just misses the mark, by a lot.

I wish the level design focused more on cool action movie shit instead of gate puzzles and laser beams. Needed more frying pans.

The physics are the defintion of floaty and playing on a controller doesn't feel right because of the trigger usage. It probably plays better on PC.

It's only 4 hours but playing it was a bit of a pain sometimes. I don't feel like revisiting it any time soon, but I guess I had fun. The gunplay is satisfying, at least.


One of the best 2D platformers that I have ever played. Full of twists, turns, good writing and an awesome soundtrack, this game is a once in a lifetime experience. It's a bit long though, so be prepared if you are expecting a shorter game. It will be worth it.

I played this on release day but the backloggd page didn't exist then. That doesn't happen often.

This was a very fun christmas themed adventure. No real story to speak of, but we get to play through nine stages and fight three unique bosses using a variety of jolly weapons. The OST is nice and my one issue was fixed in a later patch.

A real treat to the (enormous) Y+1 fanbase. Hoping to see Mega Man Y+1 release sometime in the nearish future.