No review just-
I didn’t get the platinum trophy on my first play through 😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭

Judging it from a remake standpoint quickly, it flows way better than the original from what I remember. There's a bunch of feature that save a lot of time but there's a few odd things here and there. Like not being able to turn the camera while running, running is something that the player ends up doing a lot.

Skyward's gameplay is fundamentally great, the combat is appealing and fun but it's riddled with holes. On the combat side of things, the bulk of enemies approach you with their guard up, leading the combat to be basically the same fight every encounter. I think the only thing opposing that is the satisfaction of finally defeating said enemy. The only boss that's misses hard is scaldera, you roll bombs at it, they're sucked up, they blow up, and then you strike it's eye. Opposingly, Skyward also has some of the best bosses in the franchise like Demise, Ghriahim, Koloktos. All of them unique, creative, and remarkable in their own ways.

Dugenons/setting ramblings: Skyward will have you dwelling on the idea of "believable and immersive world Vs. Video game level". Skyward's overworld is disconnected, none of it feels like one cohesive world. The area's themselves are really just an obstacle with nothing exactly to keep you interested before you get to the real dungeon. The area's themselves are great, maybe a little too linear also, but I just think it's a shame that they all feel like a standalone levels. The Sky itself is open for exploration but it's disappointingly empty considering how wonderful and interesting it is. Skyloft has actual rewarding and enjoyable side quests, as well as a way to upgrade your equipment. That in itself give the player an incentive to actually search for collectables. Onto arguably skyward's biggest strength, the dungeons. The ancient cistern for example, I wouldn't bat eye if someone said that it is their favorite dungeon in all of Zelda. The heavenly/enlighten look to the dungeon is something to soak in and gawk at. And in direct contrast to it, is the hell like underground cavern that has undead Bokoblins. The way you escape the cavern is through a blinding light in the ceiling that has rope hanging down from it. It all makes for a memorable build up to the koloktos boss battle. Even the less inspired dungeons like skyview temple, fire santurary, and the earth temple, still have their own distinct flare and atmosphere.

This is most likely 3D Zelda's weakest narrative, it's a plot you've seen a thousand times in a thousand life times. It plays it safe, the tone always light hearted, and it seems to come from a point in time where Nintendo was trying to figure out how to innovate Zelda. But what it did do is take time to establish skyloft and make you care for the goofy cast. The most substantial content comes at the end of the game, where Demise finally appears after learning about him through various means during the journey and is characterized as a barbaric monster who's lived for eons and is intrigued by a human that is capable of ending him. All the talk payoffs in a kino battle, in a area that's reminiscent of a anime opening/ending. Demise loses the duel, and curses Link and Zelda by fating them to be reincarnated- hence the other Zelda games. And in that sense, a greater appreciation for Skyward is fostered.

Skyward HD is very much a worthwhile experience as flawed as it is.

random stuff:
-There's item collecting related padding near the end of the game. Ex: collectign your own items, collecting pieces of the song of hero, collecting notes, it's all stuff that didn't really need to be there.
-The music is pretty forgettable, it sucks considering this is Zelda.
-Fi still states crap the player already knows.
-Hero Mode is only available after you beat it the game

2020

There were some stretches of the game that made me want to cry myself to sleep because of how rudimentary the story and or gameplay may have been. But the questions I had/mysteries & charming audiovisuals kept me going. And as the story progressed the affection I had for the cast slowly blossomed into something much more as Omori came to its final steps.
There's a lot love and detail baked into every nook and cranny of Omori which results in it exceling in all departments. Omori's aesthetic, and presentation always had been right up my alley. But I think it had only hit me near the end just how far they went in cultivating a feeling of endearment and sincerity when reflecting on the story.

I've played TTYD growing up and I've played Origami King so I'm quite familiar with the appeal of Paper Mario.

I think one aspect of Paper Mario that makes it a really a fun experience is how air tight the gameplay is. There's not a single tedious task in the game I believe. Every character utilized in someway throughout the game and the combat system is flexible enough to where you can favor whatever party member you want. The story is simple yet the world is so vast because of how distinct and well crafted the different areas are-- giving it the feeling that there's much more the story. The paper style is really charming and it particularly excels from shiver city till the end of the game. But here, it's just an aesthetic and nothing more, which kind of bothers me.

I don't think there's one moment in this game that you can point to and say "that's the peak of this game" but rather every element of this game coming together to form something much more special. Not to say the journey in itself isn't just a great.

This game banks unbelievably hard on multiplayer and even then, you MUST have 3 people to play multiplayer.(the people that I played with had a tiny bit of fun so 0.5+ for that lol) The stacking mechanic unintentionally stabs the single-player experience, it makes the gameplay tedious and shallow. The puzzles and combat are just like any other 2.5D Zelda game but more simplified, it's basically impossible to die. There's basically no story as-well lmfao.

Yea man, I have no idea what they were aiming for with the gameplay. The infamous combat system, the really uninspired confetti mechanic, and just generally lacking anything that keeps the engagement even moderately high. Ugh, so frustrating to see wasted potential. I really wanted to love this game.

Really straightforward in nature. From its plot, gameplay, and puzzles, not exactly anything special. But ultimately it is engaging because of its fast-pace action. U1 is filled with witty dialogue and houses a trio of endearing characters.