Why is there no Dandori online? idc if it'd be dogshit. I wanna tell my opponent they got a Dandori Issue

I originally heard about it because of the supposed forgotten history of its creator, Takanari Ishiyama, who kept command based adventures alive in Japan on early mobile phones of all things. I hope this sparks interest in localizing the recent rereleases of all those games because if this is anything to go by, that stuff must be great. Because this game's awesome.

To get my complaints out of the way, while the game plays out in a linear way just with multiple intertwining characters, I feel like it tries to present itself to encourage nonlinearity, or at least going about certain story beats via your own method. And while that's interesting, and allows you to take things at your own pace, I feel like it creates a few problems.
A lot of the puzzles are actually based around triggering different events in one character's story to affect something in another. And while it works for some, like getting a hold of someone so they don't mess things up somewhere else, it kinda falls flat in other places, like when the storyteller abruptly stops you during Harue's storyline to ask quiz you on something you're unlikely to know by then. Not going into spoilers, the thing he quizzes you on is extremely lightly hinted at only once in a previous chapter. But the quiz takes place during a chapter that is available at the same time as another that'll give plenty more hints toward the answer. What I really don't understand about this is... why am I forced to get a correct answer here no matter what? If I'm playing this chapter before the other one, I just have to wildly guess whichever one is correct. It feels like the game is trying to force the idea in my head. An idea that would either A) be really rewarding to find out on my own, or B) be something I'm clueless about just to be shocked when it's fully revealed. The way it is now didn't feel satisfying to me. If anything, it kinda made me feel like I was playing the game wrong somehow.

Anyway didn't I say this game is awesome? Oh yeah it is! The
360 degree camera system is such a cool concept the game rolls with. And yet the filtered backgrounds still mesh well with the character portraits. The way the art invokes things like brush strokes really sells the painted look of everything, which seems to tie in very well with all the Japanese history stuff.
The way all the presentation meshes together is great. Especially when it comes to the story and its themes. The horror elements felt really refreshing to me. While there are a few jump scares, the game plays up tension and suspense a lot more. This game is really creepy when it wants to be. But it's not just scares all the time. There's plenty of comedic moments, and even some genuinely emotional scenes. The music plays a big role in all those things.
But by far my favorite thing about this game is the characters. Most of them are amazing. And the ones who aren't are still fun to see. If I had to pick a favorite. Even though most of the playable cast work well with each other, I'd go with Yakko because she had the best arc, and a great relationship with Mio.

I am so happy that a bigger publisher can get behind such a small niche game like this. And I'm even happier to know a full english release was always planned. And while the game isn't perfect, it shows a lot of heart and ambition. And I still loved so much about it. And I can't wait to see what Ishiyama has in store for the future.

I've had this on my shelf for like, a year at this point, but never really gave it a shot. So fresh off of 1 and 2, and with 4 on the horizon, I thought it was finally time, and damn. I should've played this game back when I 1st got it.
In a pre-Pikmin 4 world, this is definitely the game you should play if you wanna get into Pikmin. My only real issue is the charge ability is kinda brain-dead.

This review contains spoilers

I'm not gonna put a rating on this game. Of course TotK is a great game. Just like how BotW was a great game. I LOVED BotW, and TotK is more of that, but better. But, after playing through the entire Zelda series, I realized something: While there are "patterns" and "formulas" that the series follows, the execution makes each game feel different from the last. Even games meant to be direct sequels, or games that release on the same system feel different from eachother. Comparing Zelda 1 to 2, OoT to MM, WW to TP, PH to ST, there's drastic differences to take into account. I know it sounds like I'm saying super obvious shit, but it's important to bring up here because, what makes TotK different from BotW? ...It's bigger. Yeah, the new abilities, items, and areas make me view and approach the world and exploration in a different way, but nothing in this game feels like it couldn't have been in BotW. In the sense that TotK has a unique identity among the Zelda series, it kinda completely fails. And that's not even the reason I'm not giving this game a score. Because it's not the only thing the game fails at, but more on that later.

I still like all the improvements, don't get me wrong. There are glaring issues from BotW that are so much better here. The enemy variety is much better, the fuse ability makes the durability system much more interesting, the amount of versatility you have with Ultrahand is insane (despite the fact it controls worse than Magnesis for some reason, like why did you change how it felt from before it was perfect then), and both the sky and the depths are really cool places to explore. The best improvement is definitely the dungeons. The Wind, Fire, and Lightning Temples feel so much more distinct and cleverly designed. They're not all winners though. the Water Temple does feel kinda boring and disconnected. It's really the only one that feels comparable to the Divine Beasts. And the Construct Factory sucks furry Zonai dick. At least all the bosses are cool and unique.

I am pretty mixed on the shrines. While the more open puzzle structures are great, I feel like they're always too afraid to expand on the theme of the shrine too much. In BotW, shrines either had one big puzzle, or several smaller puzzles that expand on a theme. In TotK, there are rarely more than 2 puzzles per shrine. It makes most of them feel underwhelming. Thankfully blessing shrines are always tied to a quest, so it doesn't feel like I'm ever being rewarded for nothing. And the proving grounds shrines are always a much more refreshing challenge than the tests of strength from BotW. I will say though, I'm deeply offended by the amount of fucking tutorial shrines there are, which feel the need to meticulously explain to me the most basic shit that I've been doing since stepping off of the Great Sky Island.

Oh yeah speaking of the Great Sky Island, as a tutorial area, it's significantly worse than the Great Plateau. While the Great Plateau took its time teaching you all the systems in place, and it wasn't afraid to kick your ass. The Great Sky Island is piss easy, and just feels like it's trying to get itself over with. Kinda like how I felt about the story- oh did I just say that out loud?

I'm not gonna sugarcoat it. THIS IS THE WORST STORY IN THE ENTIRE ZELDA SERIES. And this is coming from someone who liked BotW's story, despite the flaws in its implementation. The memory system wasn't ideal, but it made sense within the context of the game. And now that we're not playing as an amnesiac, it was one of many things that gave me hope for better storytelling in this ga- it's garbage. Everything about it is garbage. One part of all of this that's more of a personal issue, I really don't like how this game makes NO SENSE when it comes to fitting into the timeline. I'm sorta convinced it doesn't even fit at all. I know some people say the timeline never mattered, or was an afterthought when making the games, but it doesn't take a rocket scientist to see that the games ever since ALttP actually did have timeline placements relative to the games that released before them in mind. Things got a little weird when taking different directors, companies, and the whole downfall timeline concept into account, but the timeline and it's developments mostly worked. The way I see it, TotK thinks it's ok to shit on everything and do it's own thing just because. If the founding of Hyrule doesn't line up at all with the previous games, why are things like Ganondorf and the Master Sword seemingly the same? Why is the Triforce not mentioned once, yet its iconography is still everywhere? DO THESE THINGS MATTER OR NOT? Also, why did Zelda have to go to the distant past?? Why couldn't we have a more fleshed out, concise narrative that plays out as we progress through the main quest??? Because of this, not only is the issue with the memory system is still here, and made worse because it feels like it's shoehorned in, but it leaves so little to talk about with the present. Y'know, the actual main quest you get to play through? The Sages are... ok I guess. They tried to give them arcs.... I think? Tulin starts off impulsive and selfish, and after a single fight with some Aerocuda and Bokoblins, he instantly learns the value of teamwork or whatever. I don't think there's really anything to say about Sidon or Yunobo, but Riju's story kinda pisses me off. Her problems are instantly resolved once Link shows up and you fire a single arrow at a dummy.

Ok, let's talk about the past now. So, let me just say this might be the worst written appearance of Ganondorf in the series, aside from FSA where he's just a background character. Here, he's front and center, and... who is he? Like, who is he as his own character? Assuming he's still connected to Demise's curse, is he just evil for evil's sake? Maybe that'd work in 1998, but not here. To even compare this Ganondorf to the OoT one is laughable. He also was mostly evil for evil's sake, but his presence and actions is what elevated him to such an iconic status. That 1st time you meet him while he's chasing Zelda establishes a sense of foreboding and his sinister nature. When you go to the future and see the damage and destruction he causes, it's such a shock to the system that it really motivates you to save Hyrule. If the game started off in the future, and you became accustomed to the destruction of Hyrule around you, and you travelled to the past later in the game, it wouldn't be nearly as compelling... And that's exactly how Ganondorf is set up in TotK. You know that despite whatever he does in the past, the fact you see him sealed at the bottom of Hyrule Castle shows exactly how things end up for him. Am I supposed to care that he killed Sonia? It was painted on a mural at the beginning of the game!! And by the way, if both Rauru and Sonia are dead, how the fuck is there supposed to be a Hyrule Royal Family??? I know the obvious answer is that their kid was just offscreen, BUT THAT'S STUPID AS FUCK!!!!! Why am I just supposed to assume how key plotholes are supposed to be filled????? Was it that hard to write a SINGLE line of dialogue mentioning a child of any kind? I mean, at least they didn't have Zelda trying to do some weird shit in the past, because WE ALL KNOW WHAT HAPPENS TO HER. OMG THE DRAGON TWIST IS SO FUCKING DUMB. AND YEAH, MY STUPID DIPSHIT COUSIN SPOILED IT FOR ME, BUT IT'S NOT SUBTLE AT ALL. I GUESSED IT THE VERY MOMENT THE CONCEPT WAS BROUGHT UP, AND BEFORE THEY EVEN MENTIONED IT. I will admit, when Ganondorf did it, I thought it was more appropriate, and pretty cool. Maybe it's just because the final boss is leagues better than BotW, but that doesn't take away from how I thought Zelda doing it was stupid. Like, was there really no other solution to this time travel issue? Was there really nothing else you could do?

Of course, these story cutscenes only make up like, an hour of game time, so it shouldn't really matter compared to the +150 hours spent playing the really fun game, but if the story was good, I wouldn't even be saying that. So while I do think this is a great game that shows so much brilliance in places where it counts, the other baffling decisions made are enough to make me say this game is disappointing. Idk why I expected anything more from the director of Oracle of Ages.

...uhhh, but you can make pizza in this game so that makes up for everything

This game really has the highest and lowest points in the series. On one hand the pacing is wildly inconsistent, the constant reuse of areas and enemies is boring, the sky and traversing through it gives me no emotion whatsoever, and the Imprisoned might be the worst thing ever created in the history of ever. It's just that bad.
But overall, I still think this is a good game. The sword controls really clicked with me personally, even switching between motion and buttons. The dungeons range from good to pure brilliance, the presentation is really nice, and all the characters are great. I mean, c'mon. How can you say a game with Groose in it is bad? Yeah that's right. You can't.

I might not finish this game in time for TotK, which sucks because it's only one of two single player Zeldas that I haven't beat. So this score isn't final or anything, but I at least want to give my thoughts on the gameplay.
This game was definitely ahead of it's time for being entirely touchscreen based. But while the idea is really stretched to its limits, because it's so central to the experience, they really had to simplify things like the dungeons and boat traversal to the point where it's too easy and uninvolved for me. I can see a lot of appeal in a chill, half pay attention kind of game, but I don't think I'd come back to this game. But that's not at all the reason why. The actual reason is that the Temple of the Ocean King sucks. Idc how many shortcuts you give me. The fact you have to replay the dungeon from the beginning every single time is stupid.

This game's fucked up. You don't play Sutte Hakkun. Sutte Hakkun plays you.

Yeah this game's just kinda okay. It's interesting to see the ways Shimomura tried to make his Kirby games different from Sakurai's, but all the ideas in this game are much more refined in 3, and probably 64 as well, but I can't comment on that since I haven't played 64 yet. But yeah as interesting as the animal buddies are, it often feels like the levels are designed to favor one of them, and be hell for the rest. I also really don't like how the animals have themes, because you're basically stuck hearing the same 3 songs over and over again. It's because of both of these reasons that Rick sucks. I never wanna use him unless I need him for a rainbow drop. And speaking of rainbow drops, the fact you don't know which level they're hiding in, along with the fact there are a lot of levels that don't give you the correct copy and animal combo to actually find them makes this game a bitch to 100%. It doesn't help that some of the puzzles to get them suck ass.

This is definitely a game I respect more than I actually enjoy. If it weren't for the fact that plot crucial items have zero indication of existing within certain scenes, This game would earn an entire extra star. I guess that's one point for the remake over this version's... everything else.

I don't think I'll be able to beat this game before TotK comes out. But y'kow what? That's perfectly fine. Because I can tell this is gonna be a pretty mixed bag.
You NEED 4 people to enjoy this game. Sure, you can try playing by yourself, or with 2 people, but playing with any less than 4 feels like an extremely compromised experience. Mostly due to the controls. If you're playing single player, the formation system is so weird to get used to. And trying to switch between individual control between the 4 Links is tedious. If you're playing with 2 or 3, these problems actually become worse. Not only are your options more limited, but they needed to cram the entire control scheme on the fucking GBA which feels like garbage. Especially if you have any model that isn't the original. But even if that's how you're playing, whenever the game makes you go into a house, it forces you to look at the GBA screen. Which is fucked because of the terrible lighting on anything that isn't a AGS-101. So when it comes to GBA options, you either have to go with a mid feeling controller with a shit screen, or a shit controller with a good screen. And don't even bother using a AGS-001. That screen is nowhere near as good as a 101, so it's the worst of both worlds. But the worst part about all of this is the game makes you go in and out of caves and houses ALL THE TIME. You'll turn your head between the two displays like 5 times per minute sometimes. You ever try playing that horse racing minigame? Well I can say it was really immersive with the amount of whiplash I got.
But y'know what, if I was playing this game with 4 people, I'd say this game would play OK. Which means the best this game can be is just OK, considering that's exactly how I feel about the graphics, music, story, and levels so far.

After 40 years of innovations and improvements to the genre, THIS is how you decide to remake this game??? WHAT A FUCKING JOKE. I despise how the Steam page likes to pretend that there was no other way the gameplay could've been improved, and that AI is the ONLY way, as if to completely disregard the Famicom port. I'm not gonna pretend I even can compare this game to the original PC version, but Jesus Christ I can't see how AI improves the gameplay at all. The game can only recognize keywords when presented in the most dry and direct way anyway, so I eventually started typing my commands as if they were pre-determined phrases. You know, like the Famicom version. And only then did the game actually give me results. But even then the amount of times Yasu has no idea what you're saying or misinterprets what your saying is so frequent that I legitimately wanna commit my own Portopia Serial Murders.
Square Enix can fuck all the way off if they think this is an acceptable way to preserve video game history. Honestly, I'd rather play Famicom Detective Club: The Missing Heir. That's a game I hate on a personal level, but at least there was an attempt to present that game in a modern way that didn't completely shit on video game history.

This version is a lot shittier lol. With no run button, weird level progression, and worse music, Mario USA is definitely the better game

If you're considering playing this version for the Cave of Shadows, DON'T. It's so bad. And since it's a legitimate deciding factor on whether or not to play this version, I'm so sorry Twilight Princess, but I'm gonna have to take off a star.
...but you know, this version also has streamlined Tear of Light sections, the ability to switch between Links on the Gamepad, "better" visuals, worse fonts, so this is still a good way to play the game. Which is peak btw

DO NOT PLAY THE SWITCH VERSION. It might be better now than when I played it, but I remember it having abysmal frame rates, terrible resolution, minutes of loading times, and constant crashes. Even then, I could still see there was a good game buried under all of that