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1 Years of Service

Being part of the Backloggd community for 1 year

Elite Gamer

Played 500+ games

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Played 250+ games

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Become mutual friends with at least 3 others

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Favorite Games

Kid Icarus: Uprising
Kid Icarus: Uprising
The Elder Scrolls IV: Oblivion
The Elder Scrolls IV: Oblivion
Magical Starsign
Magical Starsign
Patapon 3
Patapon 3
Dark Souls II
Dark Souls II

592

Total Games Played

000

Played in 2024

295

Games Backloggd


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Final Fantasy XVI
Final Fantasy XVI

Aug 07

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This review contains spoilers

Skyward Sword HD feels incredible to play; it's ironic, given the struggles players had with the original. Slashing with the sword feels incredible, with the only downsides being the need to consistently recalibrate the joycon and the wonky recognition of the thrust attack.

Skyward Sword is a game full of such irony and almost-theres.

Despite the enemy variety being lacking and their design being simple, it is always a rush to fight them.
Despite the dungeon design being confusing and many solutions being obscure, it's so often satisfying to figure them out despite this.
Though characters are simple and under-utilitized in many ways, there's still much to love and feel for them.

Skyward Sword has many great moments tied together by padding and poor pacing.
The areas are wonderful the first time through, and intelligently used, but by the third time the novelty has worn off and the world seems a whole lot smaller.
The open sky feels good to move around in (minus when precision flying is necessary), but is huge to its detriment as its not filled with much to do but wait until you arrive at your destination.
Link's tools are extremely fun to use with the motion controls, but lose most of their use outside of the areas in which they are gained. And on the rare occasion when they are required again, it can be difficult to decide which exactly is the right choice when there's some overlap in what the tools do.
Item materials and money are fun to collect, but are primarily used for consumable items that are more trouble than they're worth, especially when there are items that bring passive, permanent effects that take up the same space in your inventory. The shield is the most useful item to purchase and upgrade, and doing so feels worthwhile, even as it can trivialize boss fights.

There is a space carved out by Skyward Sword's incredible potential, filled high, but not even close to completely, by what it is. I am satisfied and tired, in the good way that one feels after a journey. Yet I wish I could have even more of the game: more of the world, more of the character's development, more uses of motion control.

Skyward Sword is a very special and strange game. It's smooth and snappy even as you clink against an enemies guard because your swing's direction was misinterpreted. It's beautiful even as the textures have aged. It's heartfelt even as you're told to go back to the same area for the third time and prove your worth as a hero for the thirtieth.
Locked into this eternal conflict with itself, Skyward Sword is best played looking up: enjoy the journey and mystery of where it will go, and you will find what makes the game so special.

Vampire Survivors started a trend in game design that inspired many similar games. To call them clones would be an unkind interpretation, and say nothing of the improvements they've made over this: the original.

That said, Vampire Survivors on its own is an incredibly shallow experience. It's a step up from an idle game. The level of actual "play" you get out of this game is minimal. You walk, and you choose level up rewards. I get the appeal of such simple gameplay, but simple gameplay

The permanent upgrades outside of the gameplay along with your choice of character can lead to interesting starts to levels, but it all effects your choices of upgrades in predictable ways. I would go so far as to say that this kind of choice actually ends up detracting from the game.

Ultimately vampire survivors leaves an interesting blueprint and legacy for many games to build on, earning itself the "-like" suffix and its own adjective. But I can't treat this as anything but a prototype due to its simplicity.