192 Reviews liked by NightSaber10


This review contains spoilers

This is genuinely the most soulless cash grab of a game I have personally ever had the displeasure of playing to completion and beyond. The wait up to the release of this game had me more hype than any other, more than any metal gear or megaten game. This is by far the most disappointed with a game I've ever been. It's entirely too obvious to see that nintendo, or whoever worked on this aspect of the game was really trying to capture the "Magical" and "Breathtaking" moments of the first game and to me it felt extremely forced and unimpactful, the moment where link is ever-so cinematically free-falling didn't make me think "wow how expansive and instagram post worthy. GOTY for sure!" It instead made me realize that this was the idea behind it all. "Big moments of realization that people can all relate to and unanimously claim to be goty material for no reason other than it's the sequel to BOTW, and by extension, another Zelda game." In Metal Gear Solid 2 they simulate the events of Shadow Moses in the first game to train Raiden to reach Solid Snake's legendary status (recreating "greatness" with a formula that worked all to well the first time). This is what has happened to this game. Nintendo had everybody wait forever for breath of the wild, so the excitement of buying your new switch and playing it ASAP made the whole experience that much more memorable and "wow so sunset so open world". Nowadays, 6 years after the switch came out and it's getting hard to run anything on it cause the hardware is older than most of the people playing on them, so it's not as exciting and not carried by launch title status anymore. The entire map is re-used from the original which to me is such a terrible decision. I hated exploring this map for like the 5th time. They made the Sky islands seem like such a gigantic part of the game since they were in literally every trailer and on the box of the game itself but there are like 5 interesting ones and the rest are shrines or completely forgettable and/or empty. Every new boss or enemy in this game is fought the EXACT. SAME. WAY. Shoot an arrow at it's very obvious and contrasting glowing giant weak point (usually an eye) and go into a DPS phase. Nintendo also successfully brainwashed every player into thinking that they "brought back old zelda dugeons" when in reality they are the EXACT SAME FORMULA as the divine beasts, feel 10x more unfinished and bizarre/out of place, and are just no longer shaped like an animal, losing every bit of the little personality they had in the first place only to get replaced with "Random building with element. Admittedly the idea behind the wind one was okay but i ended up doing the water one first since that's the path i followed in BOTW. Zelda's strongest keyboard warriors will gush about how amazingly non-linear these two games are 'til your ears bleed, and how you can "go right to gannon if you want to", which to BOTW's credit, you CAN do, and while i prefer the story-driven route found in most traditional zelda games, the option being there is interesting, and really makes you as the player feel like you're preparing to go fight him instead of just following orders from old men and sages and gods/goddesses etc. This however is not the case in TOTK. The water dungeon, which you CAN go to, is filled with enemies that will most likely one-shot you. It is true that the game hints at you to go to the wind one first but i thought this was supposed to be an open world game? no linearity to be seen here, that's so ten years ago. I won't even get into how useless and fucking stupid looking the summons are and how they're inferior in every way to the abilities from botw, because i want to talk about the big soyjack moment of this game, the depths. The depths are cool for maybe an hour until you realize that no, despite what the reviewers told you, it's NOT a second hyrule, it's actually about as interesting as a minecraft superflat world that's constantly pitch black unless you have those stupid seeds or detour every five minutes to turn one of the big light sources on to reveal more nothing around you. The depths is quite possibly the worst aspect of this game. In a game that's so fucking set on having you explore everything, they sure do love to make everything as boring as possible. Speaking of boring I want to mention that the big new idea in this game: the ultra hand and merge abilities are both SUPER FUCKING BORING! The merge ability lets link attach various items he comes across to pretty much any weapon, usually changing it's properties. My issue with this stems from the fact that every single weapon you find on the surface that's made of metal is all gloomed up, therefore reducing it's damage output and durability ten fold. This FORCES the player into using the stupid merging mechanic to make some of the ugliest weapons imaginable, while simultaneously re-creating weapons that already existed in botw. Like attaching some electric item to a sword will just make it into a thunderblade from the last game. The water item makes your weapon spew out water. Who would have thought. Forcing the players into doing specifically what the game wants or you'll never win: a perfect example of the non-linearity this game is praised for, for some reason.The second big new idea in this game is ultrahand. it lets you gmod things together to make vehicles and to solve puzzles, but the puzzles are like always one of three or four and can only be solved a very specific way or else it feels like cheating and is obviously not intended. Another perfect example of giving the player zero fucking time to use their head to create something of their own and just following the lego instructions to make their 30th basic air craft to cross a medium-sized gap. When i said the depths was the worst this game had to offer i lied because i forgot to mention the entire storyline of this game is completely abysmal and makes zero fucking sense because in this game's ultimate wisdom, you can experience the most important cutscenes COMPLETELY OUT OF ORDER. The bulk of the story is told through memory-style cutscenes like from botw except this time they all follow one single plot instead of little intermittent lore bytes that worked to flesh out the world more instead of provide the ONLY IMPORTANT STORY in the ENTIRE MAIN GAME. The problem is that after you hit up the first dragon's tear, you are not told which one to go to next, and if you are i sure as hell never even saw it once, and neither did any of my friends. You can straight up watch characters in this game die before they do anything else. Why couldn't they just play them all in order regardless of which one you do? It just makes zero fucking sense to me. The whole furry subplot with the girl in the robot was just such a snoozefest i was so done with the game at that point i can't even recall exactly what i saw. Just lots of flashing lights and colours and talking about mystical orbs, and powers, and relics and explaining the same exact fucking backstory BEAT FOR BEAT every time you finish a dungeon. And not to mention everybody in hyrule is completely and utterly useless. When this so obviously fake clone of zelda is wreaking havoc left and right and we have seen VIDEO PROOF that it's a fake link just says nothing as usual and we're forced to painstakingly watch stupid avoidable shit happen right before our very eyes to progress the dreadful plot is just awful. I seriously think that this is the worst Zelda game. There's so much more i could go into about how much this game can't get anything it tried to do right but I don't really care to anymore. It will probably go on to sell another 20 zillion copies and win game of the year and have that slapped on the box art for the next console generation.

The first time I'd ever been disappointed by a mainline Zelda game. While I wasn't a fan of Breath of the Wild (I'm not big on open worlds), it was so fresh and novel that I could respect and love what it did differently despite its slew of flaws. This time, however, ToTK came through the door expanding only on what makes open worlds so incredibly lackluster and tedious. This game peaks at the Great Sky Island and then never picks up again afterwards.

In many ways, ToTK feels like the definitive version of BoTW, it's the game that BoTW should have been, in my opinion. I actually had fun with the shrines here unlike its predecessor, and while there were still too many repeats, most were actually interesting and head scratching while remaining open-ended. The abilities Link has are usable almost everywhere, feeling less limited and useless than BoTW's for most parts of the game. The temples appear unique again! Though, practically, they fall through worse than BoTW's and feel like one shrine stretched far too wide.

But where it takes steps forward, it takes 10 steps back. The world feels incredibly empty, most of the time you're just walking around without actually exploring. The worst offender of this is the Depths, which are essentially just an emptier inverted mirror of the surface world. It's cool for the first 30 minutes, then it just becomes Minecraft's Nether back in 2010: dark, open, with nothing to find but the occasional large enemy. Once you've seen one corner of the Depths, you've seen the entire thing. And the saddest part is that if you do explore the Depths out of a sunk cost fallacy, you're rewarded with zonaite and......... DLC armor from the first game.

The sky islands and the Zonai are the biggest tragedy of this game, and I don't say that lightly. As I said earlier, the Great Sky Island is the best designed area in the game, and is also the only well designed sky island overall. There are only maybe 3 or 4 "types" of sky islands to find which all repeat themselves over and over. Similar to the depths, once you've found a few islands you've found them all. A shame given how unique and underutilized the idea of "sky islands" are to fantasy and video games in general, but also how beautiful and fun actually getting to these lands are.

I grieve for how the Zonai were treated here, truly grieving. Zelda has always had such wonderful and fantastical races, and the Zonai are no exception. They are magnificently designed, and have such an incredibly enchanting lore basis... and yet they are essentially nonexistent in their own game. It'd be interesting if you learned more about the Zonai, how they lived, how they influenced Hyrule, and key actors of their society as you play, similar to the Nomai in Outer Wilds (a game that I think does what ToTK wanted to do but vastly better), but that doesn't happen. The Zonai only serve as a way to give link new toys to play with and a new ability wheel to interact with the world.

Even Rauru, a fantastic character concept, is absent after patting you on the back and saying "have fun!" in beginning of the game. If the next Zelda games move on from the BoTW world as interviews imply, we may never see the Zonai again similar to the Minish or the Twili, which feels terrible given how they didnt have any time to shine. Despite that, I don't want to spend another minute in this world and want to get out of this Hyrule as soon as possible.

And do I even have to mention how awful the story is here? While the series has never had the prose and depths of a good novel, "Zelda has never had story" mfers show their ass that they've never played a Zelda game before BoTW because the old games at least try to support the feeling of adventure that the games offer, but through dialogue and cutscenes. Scenes like the desperate ending of Twilight Princess, the heartbreak of leaving Outset Island, these scenes couldn't happen without a story to give them meaning and ToTK offers a "story" but doesn't understand why the old games had one. There's nothing to feel watching the Zonai memories here, and the singular twist of the game is absolved and neutered by its ending. This game tries to have its cake and eat it too, and it feels so undeserved.

I could go on and on about how many things this game brings up, giving me hope for fun, and then drops the ball immediately. This game was just everything I didn't want in a Zelda game. Interviews with Aonuma released after ToTK's launch where he stated he didn't know how people could enjoy the old games anymore, and that makes me understand why ToTK feels so nothing as a game, the developing studio doesn't know what makes things fun.

When I asked friends of friends IRL, what they all loved about this game is that they could build things and blow up enemies. They all said they didn't care about the characters or world, and just loved that they had "freedom." None of them had played Zelda, and none of them wanted to know more about the series, they just wanted to play in the sandbox. And really, I think that's why this game had so much success: it didn't blow up because it's Zelda, it's great to most people because it's not Zelda, because it's shed so much of its identity for a common denominator, and that hurts as a longtime fan.

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I teetered on the edge of being done with Zelda after BoTW, and now I'm fully convinced. I won't be returning to this series, and will be happier that way than being disappointed and edged for a good game for over a decade. There is so much wasted potential in ToTK, and Zelda as a series' corpse is ripe for indies to scavenge off, and I want to be there to see it. Now, if only anyone wanted to make a 3D Zelda or could even make a good 2D one, that's another topic on its own. But even if it's bad, I'd love to see people try.

Fun movement and a decently interesting story, but it's short runtime prevents Valley from really shining.

surely one of the best rpg's ever, one of the first turn-based games i've truly fell in love with and enjoyed. rekindled my passion for DND.

I was never into games like Balder's Gate didn't think i would be a fan of a click and point adventure that's the way i saw this when i started playing but its grown on me and i love it.

This game stands as a beacon of light amongst the corporate greed of modern gaming. It is truly a message to other developers on how to make a good game without monetizing the fuck out of everything and milking the fan base for every penny they have. This game respects the player and isn't tied down by having to change its identity to please some Rich asshole who has shares in the company.

What can I even say that wasn’t said before.

It's a fun take on a series of pokemon battle, but it gets very repetitive, very quickly.

It never actually pushes any fun pokemon tactics, it's more about resource and xp management, and it never feels like you reach a happy equilibrium, you're either struggling or walking through the game.

They're asking £20 for this? Christ above.

Cute bordering on insipid at times and the humour seems to go down the "A Dog's Life" route with animals who are too anthropomorphic in their mannerisms (including a beetle that runs the social media campaign for a famous cat....wat?) and CANNOT shut up yammering.

Platforming is somehow extremely clunky with too many cluttered ledges getting in the way of some precision jumping sections.

I'll admit I kind of ran through this pretty briskly but aside from getting to the end of the game there's VERY little else going on here unless you're achievement hunting.

It's nice I guess but I didn't really enjoy my time in this game.

Decently fun little game. Let's be honest, you probably know if you will enjoy this game. It might be one of the most millennial games of all time though.

Every FPS should play like this. But even if every FPS played like this, this would still be the best FPS.

Titanfall 2 honestly has the most hype campaign I've ever played. Relatively short and fast-paced, but the devs made sure that every second counted.

Only real complaint you can have was the lack of single player. Which at the time of release I was fine with since I was tired of COD style campaigns (Obviously if I knew how good Titanfall 2's campaign would be, I would have complained).

Needless to say this games movement is nuts, it's super fluid and fun. Wall Jump and Double jumping just adds so much depth to combat it's unreal. Of course the shooting is fantastic as well. The mech combat also adds interesting variety especially since it changes how you move around but makes you so much stronger. Also I really enjoy the AI grunts in the game since it helps with making sure there's constant action and it always feels like your contributing to the objective, or at least helps get your mech out faster.

While I prefer the sequel the first one will always have a place in my heart.

A first draft of a game, really feels dated now thanks to the sequel just making it obsolete but was truly great at the time, if only you could still play it

Only needed a real campaign