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It’s rare that a video game gets a second shot at life. The three weeks after a title’s release is the critical window where most sales are made and the strongest impressions are left. After the proverbial ink dries on the pages of review sites (if you’re fortunate enough to get any) and the chatter dies down, sales gradually taper off to a slow trickle. Unless you’re Nintendo—whose games buck the trend and continue to sell year over year—your options are limited; you can release an update or tack on some DLC for a modest bump, but it only delays the inevitable. However, there’s one wild card that can occasionally bring a stagnant game back from the brink of death: social media trends.

Among Us is doubtless the most famous example; released in 2018 to little fanfare, the Mafia-style multiplayer game exploded in popularity at the start of the COVID-19 pandemic due to popular live streamers setting up games with friends. It was an organic moment in which the game’s appeal was demonstrated by regular people simply playing it and enjoying themselves, free of marketing campaigns, stilted tech demos, or money exchanging hands under the table. These days, with the increased prevalence of streaming, it’s not uncommon for games to get rolled up into the online ecosystem, extending the tail of their lifespan and keeping them in the public consciousness much longer. (This outcome is so desirable that some developers even try to court influencers with their game design choices.) Suika Game is the latest benefactor of these surprise viral trends.

The physics-based puzzler began life as a Chinese mobile game called Synthetic Watermelon (合成大西瓜), spreading through word of mouth via Weibo (China’s equivalent to Twitter) in early 2021. The premise is extremely simple: fruits fall from the top of the playing field, and combining two matching ones creates a larger fruit. Your goal is to continue combining fruit until you create the largest one (the watermelon, of course) while keeping your stack low enough so that it doesn’t spill over the top. The game became massively popular in China, but avoided crossing over to other countries due to the walled garden of Chinese app stores. (Searching Synthetic Watermelon or Suika Game on Western storefronts turns up a bunch of imitators, but don’t download them; they’re all terrible.) Synthetic Watermelon would eventually leapfrog over the Sea of Japan later in the year through an unlikely avenue: a high quality clone version by the company popInAladdin, developed for their line of home projectors as little more than a demonstration of the technology. The new remix on the Chinese mobile hit was modestly popular—enough that the company thought porting it to the Nintendo Switch as Suika Game (スイカゲーム) was a good business move—but it didn’t make waves right away.

Suika Game really started to blow up in 2023, circulating around the Japanese-speaking internet and eventually catching the attention of influencers. Popular livestreamer Futon-chan (布団ちゃん) played it on September 7th, describing it as “a game I often play in my bedroom.” From there, it shot to the moon; VTubers from Nijisanji and Hololive are streaming it for insane amounts of hours, and it’s currently the top selling game on Nintendo’s online storefront in Japan as of writing.

But what makes it such a good stream game? First of all, it’s easy to comprehend; you don’t have to observe for long before you’ve gotten a grasp on the gameplay loop. The goalposts can shift the moment you accomplish a milestone you’ve set for yourself, which keeps you playing for a long time. First, your goal might simply be to make one watermelon; then, you get fixated on making two; after that, you have to beat your high score. It’s also highly competitive, so people that love to backseat are instantly engaged and eager to prove they can put up better numbers. Most importantly, there’s an element of unpredictability. Suika Game is a matching-style puzzler, sort of like a Puyo Puyo or Drop Mania, but the fact that each piece of fruit has physics that affects every other one can lead to amusing and unfortunate consequences. Often, you’ll accidentally launch a tiny cherry off into space and immediately get owned. More opportunities for the player to suffer means more entertainment for the viewer—the popularity of Getting Over It with Bennett Foddy as a livestream game has proven this.

“Stream game” has become a sort of pejorative in certain circles, carrying with it the implication that it’s a better experience to watch than actually play. (These criticisms often get lobbed at things like the Five Nights at Freddy’s series or Tsugunohi—a game that a disingenuous person might describe as nothing but “walking to the left.”) Depending on your values, it might sometimes be the case that you’d rather be the observer than the person at the controls. There’s nothing wrong with that! What makes Suika Game great, though, is that it’s a good time no matter which side you’re on. I enjoy testing my fruit stacking abilities just as much as I do scrolling the game’s hashtag and observing random Twitter users succeed or fail at it. The game’s taken a hold on some of my friends, and it’s been a blast sharing scores and screenshots of my misery. To put it simply: Suika Game is a good stream game because, more generally, it’s a good social experience. It’s fun to share the moment with someone else.

This review contains spoilers

Ah, Alien Isolation I wanted to love you but you wouldn’t let me.


Being hunted by a predator, through the width of an unknown and hostile space station, where the only way to progress is to come out and enter the very area it stalks makes for one hell of a horror game sell. Especially since I have heard for years how intelligent the Alien in this game was.

I was one of the rare existence who played the game before watching the movie(s) , but I didn’t finish it back then, I didn’t even make it past the first quarter of the game at that time, I didn’t drop it for any particular reason, just got distracted by something else.

But this time I was ready, watched Alien and Aliens to prepare, (Alien is pretty great) and now with enough context and excitement I headed in again.

Games dont really need to look better than this

The game started and I was hooked, the Nostromo-like ship I was in at the start I just loved looking around it. It was the ship I just saw in the movie, the game does a fantastic job of translating the movie’s feel into the game itself. Even after landing on the Sevastopol Station , the game did a great job of expanding on the already fantastic aesthetics of the movie. CRT’s everywhere and all the tech has a solid, cube like look to it, with blinking lights everywhere, 80s vision of the future. They had access to the original art for the movie and made something amazing out of it, the art direction is both unique and having such a strong backbone for the graphics and being technically one of the best looking if not the best looking game of its time means this game has aged phenomenally well visuals wise. The station feels like it's active and has been active, the smoke coming out of the pipes, something in the station is always in motion, no part of the station lacks detail, even in the lockers to hide in, there’s variety in what you find stuck inside the locker wall. The lighting that moves between clinical looking hospital like and the yellow hue of the star. The effects are another part of the game that stands out to me, the thick smoke, the fire, and even the dust particles moving around inside this station is what completes Alien Isolation’s visuals. Moving through the numerous dark corridors and hallways of the stations as the light of my flamethrower turns the environment, a shade of orange I thought “ Do games really need to look better than this ?” . I mean the game does use some tricks, turning off all the post processing can show the game’s age a bit, it uses both film grain and chromatic aberration heavily, but why would you when it’s so tastefully implemented. The game uses a lot of fog everywhere dunno if it's a thing to hide rendering or just a choice on the designer’s part and its Anti Aliasing is kinda awful and these 2 are the only technical complaints I have about it.

The real shortcomings in this department are 2 things, the human characters aren’t that well done, not bad for their time but definitely not on par with the rest, there is a stiffness with the character animation, poor lip syncing and animations.

But that’s not my main problem with the visuals, that would be the lack of variety, after a point the environments of the game started to blend together for me, they didn’t really switch it up with different styles to different floors, I mean it does have variety but that comes too late in the game, when you have already backtracked through the station once.

Sevastapol is never quiet

But the sound design, that’s one thing that never got old, the station is always filled with sounds of machinery and the systems running, every area is filled with hum and buzz. And when there are weird noises around you it's hard to tell if it’s because the Alien’s nearby or because this station is falling apart. Everything has a nice tactile feel to it, the machines work loudly which makes the interactions both satisfying and nerve wracking as you know the alien will hear the sound and come to investigate. The sound effects are layered and immersive and the music reminds me of the movie in bits and builds up tension in other parts but never overtakes ambience. It can get scary enough in the right conditions that I hid even when there was no actual threat present in the area.

The enemies both the Alien and the Androids, always kept me on edge, and a lot of it was due to the sounds they made. The Androids also look creepy as fuck.

The station was already fucked, the Alien was still the worst thing that could happen to it

The overall atmosphere is enhanced by everything surrounding the presentation, Sevstapol and Seegson are no Weyland Yutani, with constant cost management and corner cuttings, they are much less the inhumane evil of Weyland Yutani, but when shit goes fucky there’s a more mundane reason to it all, it's clear humans are working on this ship, greedy humans always looking to one up one another but humans nonetheless. But this has caused the ship which was already in an awful condition before the arrival of the Alien to become hostile even without its presence, the humans have formed groups attacking and warning anyone they see, everyone is on edge. The androids which have some awful programming due to the mentioned cost cutting are quick to attack humans due to just about anything, a problem known much before the alien threat materialized. Things were so bad the whole station was decommissioned days before we arrive.

Too long, Too one note

But I will stop my praise there. By the time I was done with the game I was exhausted, annoyed and bored with the game. This game is too frustratingly linear progression wise and lacking in depth gameplay wise to carry a game for this long. For exactly half of the game I kept thinking “I should be near the end now”, let's get the Alien praise out of the way, the AI of the Alien is great for a large part of the game I was always on edge thinking where the Alien could be, its erratic way of moving around the areas, its patience in sniffing out it’s Prey, and the way it tries to fool the player into thinking its leaving before jumping back down, all of its activities , its heightened senses and its ability to learn makes this a game of nerves and outwitting the opponent.

There’s basically nothing to interact with in the environment that won't progress the story, yes there are vents and and some panels controlling minor parts of the environment. But that’s it you can't turn off lights, you can’t hack anything the environment to work differently, pick up and throw items, move anything in the levels, or even fucking jump. Sneaking around in locations already decided for you, for over two dozen hours got boring in less than half that time, also the Alien being that hard of an opponent while being great at the start slowly got annoying. While hiding in a locker you can't do anything, if I could check the map, listen to voices or anything that would have made parts of the game significantly less dull. As the game went on I got more and more frustrated with this awful shallow stealth system and as my frustration grew I got caught by the Alien more and more and I wasn't scared of the Alien any longer, only annoyed at losing a few minutes of progress and then the game went on for several hours more. And when this game loses its ability to scare it loses its gameplay hook.

The gameplay loop is simple and the only thing separating it from being a chore is the fear of the Alien lurking (and the tactile feel of working the machinery do be kinda satisfying), explore, hide, do minigames and qte’s for 25 Hours while nothing happens to shake up the gameplay vast majority of the time, like new more fun things are there in later parts, combat and more enemies different environments but its too little too late.

The robots are creepy for a bit but they are even less engaging than the Alien, and even when they felt like a breath of fresh air after so many Alien encounters, but even this section went on for too long.

This might be the single worst paced game I have completed, it's almost twice as long as it needs to be and there’s multiple sections of this game that I thought the game would be better off just getting rid of.

And the story itself takes all the way to the last parts of the game to get going fully which is a shame cause I actually like it a lot, I feel like MArlow the game’s antagonist is a really well written character, the whole thing is well written but stretched too thin.

There’s a good well paced game in here somewhere, that game is not this, it's always disappointing to see a game that has so much going for it just completely fail at parts to the point of getting in the way of what is clearly good about it. Its a marvel that Alien Isolation exists, I will never give this game the time of day ever again.



Tears of the Kingdom is Breath of the Wild's Master Quest. Even when viewed strictly as a sequel to Breath of the Wild rather than a whole new Zelda game, it feels more like an extremely ambitious rom hack. It is Breath of the Wild but bigger and with different tools, and that renders it a decent video game by sheer inheritance. It also frustrates and demoralizes me more than anything I have encountered this year, and this is the same year in which FFXVI set up a fantastic story and then somehow disappointed me with it at almost every turn. TotK retains BotW's beloved looseness in its puzzles, its inspiring allowances for creativity, and to my boundless surprise, almost all of its problems.

Regardless of how bright-eyed and hopeful it made us, BotW was never without some rather noticeable deficiencies. While I have always recognized the necessity and the wisdom of the fools-loathed durability system, it brought with it the pestilence of accounting. Most of the times that I opened a chest in Breath of the Wild, I was told that I didn't have enough space to accept whatever weapon or shield the game had just tried to reward me with. This buzzkill moment would then either require me to pop open a menu and choose something to drop, or to close the chest and walk away. This frequent chicanery was one of BotW's biggest flaws, and it was drastically exacerbated by the decision to repeatedly HIDE the NPC who expands the player's inventory. As much as I liked the Korok puzzles in their position as elegant curiosity reward nuggets for any players who intuitively secret-hunted in the nooks and crannies of the world, Hestu served as a bizarre, unnecessary roadblock to put between the players and their fun.

Imagine my surprise then, when instead of the exact sort of basic quality of life improvement that one might expect from a sequel, Nintendo decided to quintuple down on that inventory nightmare. Hestu thankfully stays put in a predictable location after you initially find him this time, but he and his Koroks (like Great Fairies and a rather depressing number of other things) are back in exactly the same capacity as the first game. In fact, most of the Korok puzzles are in exactly the same style. Follow the little sapling, check the rustling leaves at the top of a building, shoot the balloons, hurry to the ring, match the rock formation, match the block formation... all of these return in equal force. There are new ones too, of course, but many of these new ones are far more tedious than types imported from BotW. I have now run right past roughly 80% of the cork Koroks I've seen because I just do not find them in any way amusing. The first time I saw one of the stranded backpack Koroks, I thought it was absolutely adorable, and frankly I still do. Nonetheless, every time I see one now I have to stifle a sigh. For most of the game I just picked them up with Ultrahand to manually carry them, because the thought of building yet another vehicular contraption just for this was so exhausting that I would rather choose the hike.

When I said that TotK had different tools, I was talking about Ultrahand. Sure, it has other rune replacement powers, but Ultrahand is quite obviously in a totally different class. In BotW, it felt as though a similar number of shrines were devoted to each Sheikah rune. In TotK, unless it's one of the new and improved combat shrines or the handful of Recall shrines, it's an Ultrahand shrine. We'll talk about Fuse in a minute, but Ascend is basically just an important piece of your character's mobility kit with very few puzzle applications, and while Recall wonderfully sports creative puzzle, combat, AND convenience applications, it feels tragically underutilized. Ultrahand is very definitely the limitless multitool that the player is expected to use when resolving almost every non-combat situation.

Ultrahand is Magnesis, but everything is metal and everything can be glued together. This means that you can make whatever stupid bridge you want to get over your obstacles, but more importantly it means you can build cars. Building stuff is not just something you CAN do, it's something that shrines and sidequests constantly require you to do. Part of the controversy that has publicly engulfed these building systems is that interacting with them at all requires you to fiddle with pieces and parts until you have something that might work, then you try it, screw it up, and rebuild the whole-ass thing from scratch. The sky islands (a failure of Skyward Sword that I really did not need to be reminded of) demand a particularly goddamned obnoxious amount of screwing around with stupid flying junkpiles. Now would be the opportune time to point out that saving your game does not preserve anything you have built. If your ramshackle whirligig does not have enough batteries to reach your destination or your fan distribution is off balance or if your glider doesn't fall off the edge of the island just right or if you die before you can deliver the 15 logs you've hot-glued together, it doesn't matter whether you've saved first or not. You're building that whole shit over again, and boy, I hope you don't do a worse job this time because of how bored and pissed off you are about having to do it again! The only Zelda game that has ever frustrated me as much as this particular feature of TotK is the raw difficulty and classic cruelty of Zelda 2... but I can save-state in Zelda 2. Mercifully, there IS an auto-build power buried in the game if you can actually find it. UN-mercifully it's highly particular about exact numbers of parts and demands a somewhat scarce resource to make up the difference if you're short on anything, which drastically limits its usefulness. It's good that it's here but bad that it's buried, and it feels insufficient.

Ultrahand's ability to build blows the game's puzzles wide open, and I have to applaud the team for MOSTLY succeeding at accommodating this outrageous level of player power. Between this and Ascend's utterly wild mobility, an extreme amount of attention had to be paid to every situation in every environment, and they've done a remarkable job with this. And yet... when a player has this much power to solve any problem just by building whatever weird bullshit first enters their mind, so many of those problems no longer feel like puzzles. Take the looseness of BotW any further and rather than puzzles with a few different solutions that click into place in the player's mind, you start getting things that just feel like trivial annoyances because they player doesn't feel like they "solved" something. They just feel like they nonsensed their way through some meaningless chaos that only slowed them down. Even in these shrines where the materials the developers offer you have clearly been carefully considered, things sometimes feel as though they've lost all meaning... as if that puzzle wasn't a PUZZLE, it was just a... pile of things. The player no longer feels smart for solving it. They just did the only thing that made sense to them. Doing what comes naturally until it suddenly works doesn't necessarily feel like a satisfying puzzle. Those "aha" moments usually come from being forced to think outside of your own personal box. Without the friction of having to meet the puzzle on its own terms, it just becomes you going about your basic business. Speaking of piles of things...

I hate Fuse. I'll just go right ahead and say it. The idea is clearly meant to inspire the player toward building creative custom weapons, but this is twice as much trouble as its worth. Firstly, just to get this out of the way, most of the fused weapons and shields look absolutely terrible. There are SOME things the player can make that look like reasonable, believable weapons, but especially in the early game players will be gluing boulders to the ends of sticks over and over again. In the first few hours I thought that maybe I was clever for sticking a bomb flower onto my shield, but it didn't take long for me to realize that having a ridiculous floating cartoon bomb forever hovering unstuck from my back was invasive enough to ruin my first viewing of every new cutscene. Fortunately shields aren't all that important to gameplay in general and I simply stopped fusing things to them, but to play TotK without fusing new weapons would be a task beyond misery. TotK has used its story's inciting incident as an excuse to turn every weapon in all of Hyrule into actual garbage. I consider this to have been a big, stupid mistake.

The durability system in BotW exists because while exploration should be valuable through the thrills of adventure alone, as a general rule it should also lead to treasure. In case you somehow STILL do not get this after having half a decade to think about it, your weapons break in BotW so that thirty-seven hours into the game, you will still care about finding a fiery greatsword. You churn through your rewards in order to make room for new rewards, which will still have utility. Otherwise the whole reward economy falls apart, and players start complaining that they put in a bunch of effort to explore something and didn't find anything worthwhile. These little treats are also essential for offsetting the player's opportunity cost. Exploring frequently eats into a player's resources... such as their weapon durability. In Tears of the Kingdom, almost everything that Link finds is either clothing (which is still upgraded in the same way which encourages commitment to a single set, making the player uninterested in almost all of it) or actual trash. If you want new weapons, you're going to have to cook them. I say "cook them" because the process evokes one of the most boring activities that existed in Breath of the Wild... cooking, which also returns in TotK completely unchanged because according to suit-wearers who do not actually play these games, every AAA video game of this decade must have crafting. Cooking, Fuse, and occasionally Ultrahand building all involve the player standing around and scrolling through huge lists of too many things, dropping them out from menu to game world, and then making them into the thing they need to be. With Ultrahand this can get time consuming because it takes a while to get the hang of rotating objects into their desired positions, and even WITH "the hang" it's a lot of inputs. With cooking this can get time consuming because there are too many animations and you're probably going to be making a million things at once. With Fuse this can get time consuming because you have a limited weapon inventory that you are constantly churning through and everything that you find on the ground is unusable, so you have to take time out of your life every so often to drop what you're doing and fill your inventory with things you can actually use. In the beginning you might actually be inclined to experiment with this, but before long you'll just be sticking Black Bokoblin horns onto everything because you have a ton of them, they're not super valuable, and they have decent attack power. In BotW you were likely to hold onto your fancy weapons as best you could, but as you eventually picked up better stuff, you'd end up using them sooner or later. In TotK the game keeps giving me diamonds and I have only used them to complete quests. I have enough of everything else on hand that I don't need to, and they're too valuable. Thus in the name of cost efficiency I slog through enemy health bars with mediocre weapons far more than I did in BotW. You can call this "a me thing" all you want, but this is the kind of player psychology that game development revolves around. If you don't want to stop and cook yourself some new weapons, your alternative is to waste time (and resources) slapping your enemies with pool noodles, which will then make it harder to get any of the resources you COULD use to cook more weapons, because they're all drops from high level enemies.

By now you've either stopped reading because you disagree with all of this and you hate me now, or you've noticed the pattern. TotK improves almost nothing from BotW and either further aggravates the old problems or invents new ones where none existed. I felt the need to establish all of this before revealing just how hung up I am on the BIGGEST problem that did not previously exist. I have already seen this entire world. Zelda as a franchise is, at its very core, about exploration. The darkest moments in the series are those at which it had forgotten this. Can you tell that I don't like Skyward Sword? TotK feels at first like it may still be full of such new frontiers, what with its glue-guns and rocketships, but once the capabilities of the player's toolset have been laid bare on a worse, more annoying version of the first game's Great Plateau (right down to being chaperoned by a king's ghost), players are dropped into the exact same world that they've already milked dry in the first game, only now there are caves and climate change and some huge, distracting pillars of detritus hanging in the clouds and ruining the view.

I am truly, sincerely stunned by how little TotK does to alter the map or your quest across it, especially after seeing it leave systems like Koroks and great fairies without even so much as a re-flavoring. Yes, there are now entrances leading down into a huge, boring, frustrating, single-biome darkness map and yes, the first game's NPCs have shuffled around a bit, but if I may spoil something that becomes evident only a few hours into the game, there has been no significant timeskip. The Korok forest has not burned down. The desert has not flooded. There are no new mountains and the civilizations of the world have scarcely budged. The biggest singular change on the entire map is the removal of a liquid from one of the previous game's four main quest areas. These four places, by the way, all reprise their exact same roles. Your main, overarching quest in Tears of the Kingdom is to go back to the same four places, and help them with a new problem in the same fashion as you did in Breath of the Wild. In each location you will meet primarily the same characters, since, again, it's been only a year or two since the last time you were there. Faron still has some cool environments and not much else. The Gerudo Highlands is still just a redundant mountain zone with a couple of shrines in it so that there isn't a big empty hole in the map. Rather than granting new and interesting significance to any of these places, perhaps precipitated by the emergence of a dungeon, we go to the same Rito village with the same layout and mostly the same inhabitants, only this time it's snowing really hard. The Gerudo Desert at least has somewhat of an interesting hook, but the only things it feels like I'm discovering in this world outside of new game mechanics and shrines is that everything is exactly where I left it. With the exception of A Link Between Worlds, a much shorter, breezier game which was an intentional return to a long forgotten, much requested form, this has never happened in the history of the franchise, and with very good reason. This is not discovery. This cannot possibly compete with a Hyrule that I have not already seen. Breath of the Wild already suffers rather grievously on repeat playthroughs as its main quest content is weak and actually going through the motions of its side content quickly becomes a slog if the player is not discovering that content afresh. I have done all of the shrines in Breath of the Wild twice. Once on release, and once a few years ago on Master Mode with all of the DLC. Going through those motions in Tears of the Kingdom is far more laborious, and I can tell you right now that I don't ever foresee myself wanting to replay it for any reason other than intellectual retrospective curiosity after a decade or two.

I can and DO obliterate Ocarina of Time over the weekend several times a year. I play it by way of its randomizer, but I'd be having almost as much fun if I were just doing the vanilla game over and over. Going through the motions with OoT is fun all of the way through. Going through these motions even ONCE with TotK has been exhausting. Even the overworld shrine quests have become far less interesting, now revolving almost exclusively around figuring out how you'd like to move a big crystal from point A to point B. In BotW they were the endpoints of more interesting sidequests, or riddles given by the game's best character, Kass, who is now mysteriously and egregiously absent from the entirety of TotK. Scrubbing this same map for a third time became a chore for me almost immediately because my wonder with this world has been long spent and the side content, like that of its predecessor, is so vast and so repetitive that I burn out and glaze over by the time I even hit 30% shrine completion. For the record, no, I have not been going for all of the Koroks or all of the bubbul frogs or even all of the lightroots. I did all of the shrines and basically all of the sidequests. I know that I didn't have to do this. I also know that the most fun I had with the game was definitely from the shrines in Akkala and that the alternatives were to not play it at all or to just play the main quest, and I know that the main quests of BOTH of these games pale in comparison to those which came before them.

When I say that, I'm not talking about story. That's another topic for another paragraph. I'm talking about dungeons and their overworld introductions. For the record, a full suite of excellent dungeons was at the absolute top of my TotK wishlist. The Divine Beasts of Breath of the Wild are its most commonly cited disappointment. There are only four of them, they're quite short, they're all very similar. In aesthetic they were virtually identical, and due to their story context as ancient mecha, they weren't even trying to feel like places. The dungeon spelunker's mystique of delving into places ancient, frightful, and beautiful was pretty much totally absent, and that's roughly half of the Zelda franchise's appeal. Please know then, that when I tell you I genuinely prefer those Divine Beasts to the dungeons in Tears of the Kingdom, and that these dungeons are my least favorite in the entire series to date, I do not say so lightly. Not all of TotK's dungeons are created equal of course... I enjoyed my second dungeon significantly more than the first. My first dungeon was that of the Rito, which is, right down to its aesthetic, almost exactly a BotW Divine Beast. It asks you to activate four terminals hidden in self-contained offshoot puzzle chambers in any order, and then activate a main, overarching device so that you can fight the painfully mediocre boss. Even if the jumping path up to the dungeon is counted as part of it, it left me even less whelmed than its BotW predecessor did because of one crucial, critical difference. You cannot move the dungeon. The only thing that kept the Divine Beasts from feeling like stapled together shrines was the fact that each one had a positional gimmick that varied in function from beast to beast. In each one, you needed to assess every state that the dungeon could be in and what the consequences of that would be when applied to the rest of the space. It may not have done so spectacularly, but it did channel the water levels of OoT's Water Temple or the central pillar of Snowpeak Ruins, or the raising and lowering of the statue in Ancient Cistern, or the multiple entrances of Skull Woods, or the pillars supporting Eagle's Tower, or any of the other twelve or so examples I could give off of the top of my head. The Gerudo dungeon which I sought out second thankfully felt like an actual place of danger that existed in the world... a dungeon, if you will. Unfortunately it finally revealed to me TotK's fatalest flaw... the kiss of death for this entire video game. TotK has systemized its entire experience all the way to hell and back. In "traditional" post-LttP Zelda games, players would find a new item in each new dungeon. This meant that they would find themselves in a new space, often with its own new, bespoke mechanics, and would be given a new tool to experiment with and learn how to use. In Breath of the Wild, the unique element of surprise was at least preserved in the different possible states of each beast. Those movements were unique to the space, and were a new mechanic to be learned, even if each was similar in concept to the last. In Tears of the Kingdom, the Lightning Temple revolves around mirrors which I had already seen and used extensively in several shrines. Every gameplay element of the dungeon was one I was already familiar with, and thus I never had to process or explore new information. Being in that dungeon felt no different from being anywhere else in the game. It was full of enemies that I simply ran past because they posed me no actual threat and killing them would have taken more resources than they were worth, and I had to find the not-so-hidden path forward until I could find the four not-shrines and get to the boss. I used the same Zonai devices I'd been seeing all game long and the same powers that I'd had all game long, in the same exact ways. More than ever before, the formula has won. In case I need to make this clear: In a game about discovery and exploration, a game that lives or dies on surprise, the formula is the enemy.

The main thing that I wanted after Breath of the Wild was a Zelda game with a little less overworld and a lot more underworld. Marvel then at my audacity, as I bitch and whine about the underworld that TotK gave me, because I don't like the dungeons, I don't like the depths and I don't really like the caves all that much either. Both the depths and the caves frequently lead to situations where the answer is not in front of you. You can follow a trail of statues halfway across the depths only to find no reward except a dead end because the actual, meager reward is actually something you access from the surface, could have done all along, and has nothing to do with this goose chase you've been on. Many of the times that your shrine detector goes off (once you finally move the mountains the game asks you to move in order to re-unlock this previously free starting feature of the first game that is now withheld from the player for no sensible reason) the shrine it's leading you toward is actually only accessible through a cave entrance that's hidden a few mountains over. When fast traveling to the shrine nearest to your next destination, it is extremely common to find yourself a mile underground, looking for a decent stalactite to ascend through... a tiny and annoying surprise that adds irksome seconds onto your commute. These frustrations just barely manage to outweigh the things that I actually like about caves. Many of them are fun, shrine-like obstacle course diversions and each contains the equivalent of a Skulltula token, which like in OoT only true freakopaths will collect all of, as the worthwhile rewards cap out at around 50 of them. Of the depths however, I'm more critical.

Because the depths were kept under wraps by The Big N until the game launched, the sheer surprise at learning of another whole Hyrule-sized map in the game I think has caused people to give that map a bit too much credit. The depths are all one biome with two appearances: total darkness, or admittedly cool, spore-filled underground cavern. Total darkness is rarely fun as a game mechanic and isn't fun here either. Even if you get cute about keeping a fire weapon out or trying to fuse brightblooms to things or drinking glow potions, you're probably just going to resort to either constantly tossing brightblooms out manually or walking around in the dark. It's an annoyance that contributes pretty much nothing at all. I would have enjoyed exploring the depths significantly more if I could actually see them, because it would have meant that I wasn't continuously running into giant invisible walls and wondering how far it reaches along any spatial axis. The darkness means that I can't even tell if the reason I can't see the next lightroot is because there isn't one or because something else I can't see is blocking my sightline and I'm actually right next to it. Even when I'm willing to spam the brightblooms, finding the edges of walls and obstacles can often take an eternity and it's better just to stumble in blind frustration. Once the lightroots have made it possible to see, there simply are not that many captivating discoveries awaiting on this map, and it was not long before I started to regard it as nothing more than a whole other full-sized map for me to do my chores on. The fact that it's full of more dangerous enemies means nothing to me. Due to the resource mechanics and the sparse distribution of those enemies, I fought almost none of them. Just like in the rest of the game, there was typically no reason to. I did not enjoy feeling my way around mostly enclosed spaces like the Korok Forest, and only the couple of main dungeons found down there were able to get me anywhere near the Old Zelda tomb raiding for which I hunger.

"Found" is a fun word to use here, because I was having a bad enough time with TotK that even though I'd started my playthrough on launch day, the game had been out for three months before I finally got around to fumbling through the depths for enough hours to find either of them, and the one that surprised me wasn't the one you'd expect. The internet had already told me about the "secret" one, and once I'd heard that you could just do it whenever, I became excited. When Breath of the Wild was first showing us its trailers, I was thrilled to see that they were "doing Zelda 1." My pre-release fantasies for BotW were largely predicated on the experience of that very first game's dungeons. In Zelda 1, the player can just stumble their way into Level 8: The Lion within the first ten minutes of the game, and if they are a bad enough dude to save the president, they can totally just beat it. Having been given no guidance, they can just FIND a giant, ancient tomb swarming with danger and evil, and just DO it. I had hoped that upon finding these dungeons, be they jungle temples or graveyard mausoleums or dilapidated mansions, players would hunt in the surrounding area, do their crafting and cooking in preparation, and then venture inside to clear out that vast and perilous complex. These "hidden" main dungeons did not materialize with BotW, and as each of TotK's trailers increasingly fixated on overworld engineering and assorted sky islanding, I abandoned any hope that TotK would finish fulfilling my vision for Breath of the Wild. I was thus quite surprised to learn that players in TotK can simply FIND one of TotK's later dungeons in an unexpected location long before the game's story directs them to it. I was then quite disappointed to realize that they can't actually DO that dungeon when they find it unless they've either looked up the exact steps they have to perform on two other maps in order to open it, know those steps from a previous playthrough, or got straight up lucky while exploring a seemingly unrelated area under zero visibility. I myself was led by my shrine chasing to only a few steps away from the trigger for this sequence break, and missed what was right in front of me because I was flying blind. Even if one jumps through these hoops just to spite the very concept of linearity, they're not playing havoc with the intended storytelling in any way that's actually interesting.

Breath of the Wild had a very light touch to its storytelling. Link is informed from the start of the game that his goal is to recover his lost strength and defeat Ganon, preferably assisted by the liberated souls of his old friends. Outside of maybe a few cutscenes at the homes of those friends, BotW's storytelling is concerned with character, not plot. This makes these scenes perfect for optional content which can be experienced at any time and in any order. They're scenes in a story that we know has already ended in tragedy. Sure, it can sate our curiosities over WHY that ending came to pass, but the plot details and revelations contained therein are basically irrelevant. None of it is important to understanding anything about Link's mission. Instead BotW's memory scenes exist to invest the player emotionally in what they are avenging, and at the very least it certainly worked on me. BotW's Princess Zelda is my favorite iteration of the character by a country mile, and that prequel story with her as its focus is the emotional core of BotW. It provides Link's entire lonesome quest with a purpose both dire and beautiful, even if the Champions are a rote and hollow parade of paper-thin anime tropes.

If Tears of the Kingdom has such a core, I have not found it. I'll keep my spoilers contained to the next giant paragraph so that you can skip them if you like, but in my honest opinion, you had might as well just spoil it now. It's not worth the effort.

In the opening hour of Tears of the Kingdom, Link and Zelda are separated by a reawakened, once-defeated Ganondorf, here presented as an imposing, incredible lich-samurai who should absolutely not be speaking with Matt Mercer's most generic monster voice. For the record, I LIKE Matt Mercer. He's got talent, he seems like one of the nicest people alive, and he is definitely just giving Nintendo exactly what they asked him for. The problem is that Nintendo does horrible voice direction on anything that isn't Xenoblade. In BotW I was able to look past Princess Zelda's thick slathering of Mystical Briticism and overly breathy delivery on every line as well as the strange, hollow performances from everyone else, but I just cannot abide this English Ganondorf. In Japanese, Italian, Spanish and German in particular, he sounds absolutely divine. I played in Japanese, and the other performances have helped to crystalize my opinion that what Nintendo has is not a localization problem. Most of the Japanese performances don't feel much different from the English ones in terms of quality. While I understand that Nintendo rarely focuses on highly cinematic games, I am exhausted with this. It really, really is not that hard to get good voicework into your ultra-blockbuster AAAA automatic game-of-the-year releases in 2023, and I can no longer watch Nintendo Directs in English because the kindergarten teachers they hire to read the presentations make me want to crush my own eardrums. Thankfully the soundtrack is about as blessed as ever and benefits from a somewhat reduced focus on the previous game's piano. Of course, Kass's Theme doesn't even play ONCE, so the rules say that the OST gets a zero. Sorry, them's just the numbers. Anyway, the decision to immediately remove Zelda herself as a character in a direct sequel after she's already played her traditional damsel role is depressing for a litany of reasons that I don't think we need to work through right now. It's not exactly an uncommon sentiment. We do however acquire some things in this somewhat unfavorable trade. The first of our boons is a POV character with which to explore this game's equivalent of BotW's memory cutscenes, but rather than character-building emotional resonators, these scenes serve as lore dumps and critical plot information. Too critical in fact, because one of them unceremoniously spoils one of the other acquisitions: A situation wherein Ganondorf is "distracting" Link by having him chase phantoms of Zelda all over Hyrule. In a certain way, this is an interesting perversion of Link and Zelda's eternal relationship, with Link's entire purpose in most games being the chasing after of his princess, and that being predictable and exploitable. It's too bad that any player who is thinking about what's happening AT ALL will realize almost immediately that every image of the princess they come across is an imposter, regardless of whether they bumble into the cutscene that just blurts out the fact that Ganondorf has done exactly this in the past. Whether you find this scene or you just get fed up with how overbearingly thick the game lays it on and figure it out dozens of hours too early, it's going to ruin the reveal at Hyrule Castle either way. It's a shame, because both the concept and the scene itself are rather strong, and if they had been used correctly they could have amounted to a captivating twist. Instead it constantly feels like the story is talking down to its audience, expecting them to be enthralled by the grand mystery of the Princess's behavior and to be completely unable to retain information of any kind. Each generically named dungeon follows the same stifling formula wherein one of Link's friends receives a phone call from their nameless, faceless, personality-less ancestor who bequeaths onto them the power of a sage. In the process of this, each ancestor recounts the exact same information about The Imprisoning War, a plot element which we have imported directly from A Link to the Past rather than try anything new. This same flashback information is then relayed AGAIN when all four initial dungeons are complete and the group settles in one place. I felt, quite sincerely, like I was playing Pokemon Sword or Shield. Across dozens of hours I was being presented with the same redundant information about a paper-thin non-mystery while the game expects me to respond with "The Darkest Day??????" in all the eagerness expected of a child watching Dora the Explorer. I was still receiving these cutscenes and playing hide and seek to "fall into" Ganondorf's trap literally (I've checked my play activity, though these are very rough estimates) over 100 hours after I found the spoiler cutscene, at least 140 hours after I had figured out the plot myself, and about 30 hours after I found the real princess. Finding her, by the way, is the best of our trading spoils. It's a nice re-take on an idea from Skyward Sword that provides one of the only moments of the game I found truly touching. It's also probably the only thing I liked about the memory scene replacements. As I said, this time they serve as lore dumps more than anything else. Zelda is used as a window through which the game can introduce the Zonai, our less cool Sheikah replacement race who provide the lore excuses for a whole new suite of shrines and the presence of fans, tires, and flamethrowers now covering every inch of Hyrule. I do not like them. Breath of the Wild introduced a strange and fascinating version of Hyrule that exists so far down whatever permutation of The Zelda Timeline you believe in that it become newly mysterious. Anything could have happened in that time, and the idea of exploring the lore of a far future, borderline science fiction Hyrule was captivating. Rather than a deeper exploration of that world, TotK feels like a retcon to it. The Zonai may have been teased as some vanished, mysterious tribe in BotW, but this reveal of them as techno-magical goat people from the sky were REALLY behind everything all along and who are ALSO the royalty of this Hyrule which is ALSO not any previous Hyrule but has played out almost EXACTLY like previous Hyrule because we're re-using all the same plot points, feels like an arbitrary pivot rather than a pre-planned direction. It feels as though the Zonai and their war against Ganondorf overwrite BotW, not expand upon it. It is a somewhat petty annoyance, but an annoyance all the same. More importantly, these cutscenes detailing where Zelda ended up, Ganondorf's rise and fall, and the McGuffins around which the plot kind of revolves is all sort of really important information that would be much better told in sequence. That spoiler cutscene for example feels like it's supposed to be a big dramatic twist but divorced from all of its context and build-up it doesn't much feel like anything at all. All of these should really have been split into groups and played after dungeons during the main story, while the "memory" scenes should have been character moments taking place during the gap between games. It is a story that doesn't feel optional enough for this, which is why the bare essentials of it are told to the player literally five times along the main questline, just in case that's their first time hearing it. Sure, you could just... have a flag in the code to check or change how information is distributed... or you could have people go make sandwiches through most of the main story's cutscenes. Fortunately, this story does lead up to a lovely final confrontation, and I would not hesitate to say that the final boss gauntlet of TotK is the best in the series. Considering that BotW has the worst, I'd certainly call that a victory. Ganondorf puts up a true, genuine fight, especially to someone who hasn't been upgrading their armor. It's a great finale... but it's not enough to lift my tremendous shroud of negativity.

Beyond my initial session on the sky plateau, almost every sitting that I spent knocking out shrines and sidequests in TotK felt like a wasted day. It's not even that the shrines are bad, they're really, really not, but in completing most of them I felt nothing. It's easy to say that I should have just gotten on with the main quest, but much like in BotW, that "main" content did not thrill me any more than my shrine and sidequest meanderings. If I had stuck only to those main objectives, I would not feel that I'd had an experience worth $70 any more than I currently do. The shrines at least allowed me to revel in new mechanics, even if I ultimately concluded that they were not to my taste and that I preferred BotW's diversity.

Even with all of the obvious labor that must have gone into it, I respect TotK less than any other Zelda game. I wanted BotW to be rounded out and made whole. I wanted its annoyances smoothed out and more importantly I wanted the traditional underworld half of Zelda's design to reveal itself. I wanted big, dark, vast, ominous puzzle box dungeons like in any of the previous 3D Zeldae, maybe even with such a focus that the overworld became an afterthought. BotW could have become the overworld half of the duology while TotK became the underworld half, fully representing the whole spectrum of Zelda's appeal across two enormous, beautiful games. I wanted Zelda herself to be playable, making for a more interesting story and adding a great new twist into the gameplay. I wanted a meaningfully different story structure that put a new spin on the world and kept me guessing. BotW didn't satisfy all of my wildest dreams either, but what it gave me was so fresh and exciting, so geniusly captivating, that thinking about what could have been just feels like splitting hairs. TotK enters into a world that has already played Breath of the Wild, and I never thought that I would be able to make such a direct comparison between the two. I have made it through all of this text without even once mentioning Majora's Mask and I have done so with good reason, but let me say once, here at the end, that I could not possibly make such a comparison with the N64 duology. BotW and TotK feel very much like two games attempting the same thing, and it is entirely my belief that one of them simply does that thing better. Ocarina of Time and Majora's Mask are so spiritually and designomatically different that even when they share an engine, an asset library, and a protagonist, they are apples and oranges. Video gaming's news and marketing culture was vastly different in The Year Two Thousand, and so I had neither the time nor the critical faculties to burden Majora's Mask with the specificity of expectation that I had for TotK, but even if I had, I cannot fathom even my stupid eight-year-old childbrain responding to Majora's Mask in the way that I now respond to TotK. I am more than happy to accept a sequel on its own merits, under the power of its own strengths. I am more than happy to accept a masterful video game like Breath of the Wild, even if it isn't quite everything that I'd hoped it could be. Even when I put aside these desires, these things that I WANTED from TotK, I cannot feel that it is capable of standing on its own. TotK's strengths are simply BotW's strengths, and I'm left with what I can only see as an inferior version of a game I'd rather play for a third time, and given its almost infinite potential, coming from a series that even within the confines Link to the Past's endlessly exploitable formula has radically reinvented itself a dozen times over and produced something preciously unique at every turn...

Look. I said from the start that through BotW's inheritance alone, TotK is a decent video game. I meant that. It would also be extremely disingenuous of me to downplay what a humungous gamecrafting achievement it is to make a game this generously huge and then get it running on the Switch even half as well as this thing does. I had a good deal of fun with the shrines, and there were some cool moments sprinkled throughout the main story. I want to make certain that these things are clear, because I cannot mask the fact that my experience with TotK was drench-saturated with disappointment at every turn. The surprises that it offered me were few and unhappy. The tasks which it offered me did not spark joy, and as art it left me utterly unstirred. The fact that I could build an airplane, within a matter of hours, became no more thrilling to me than rotating a tetromino in Tetris. It's just the mechanic by which the game operates and once abandoned by its novelty it is reduced to tiresome execution. It is a game of endless half-satisfactions. It's a few hours of killer and a few hundred hours of filler, and that fills me with cyberpunk dread.

My backlog gets longer every time Aonuma utters the word "formula," because if I am to survive another winter, my cupboards must be full. Now if you will excuse me, I think maybe it's time to get into Baldur's Gate and Armored Core.

There is a myth, circulated amongst gamers, that what they want is a fair and honest multiplayer game, that balance is the ultimate ideal from which fun will trickle down. Seeing this, I cast myself in the form of a gamer, as Zeus took the form of a hermit, and went out amongst them seeking one gamer who could define concepts like "honesty" and "scrubby", their mouths moved, but I cannot hear lies, the world was silent. The gamer knows not what it wants, it wants to get one over the other guy, to get schnasty, to rub dirt in it's opponents eyes. If the gamer held in their heart the values they profess with their mouth, 10,000 people would be playing Nidhogg at evo, people would be lining up around the block to 1v1 me in Quake 1 (honest liar that I am, I'm playing Quake 1 because the Quake 3 guys are too good and I want to rub dirt in some kid's eyes).

Bushido, the code of the sammerai, the iron clad laws of honor which bound men, ahistorical fascist mythologizing, the Samurai was the type of mfer to take a gun to a knife fight, Miyamoto Musashi showed up late to the most important duel of his long career, against Sasaki Kojiro, he did it on purpose to make sure Kojiro was good and mad so that the well rested Musashi, whose mind no doubt was like a placid lake, a sheet of liquid glass reflecting the world, could win more easily. Like Bushido, the fair and honest multiplayer game is a confabulation of gamer machismo, it doesn't even exist, the games I named several sentences ago are for nasty little freaks and I was just lying.

Samurai Shodown knows the lure of the myth, look how elegant it is, a single well timed sword stroke can win you the match if you read your opponent well and play with patience, no crazy combos will squeeze out extra damage from a love tap, no scrubby blockstrings to mix you up, none of that nonsense, at last you can prove your warrior's worth, a steely eye and a hard read in neutral and your opponent is lying on the floor in two pieces. Then the wuxia guy gets a health lead and spends the last 10 seconds of the match flying around the ceiling to force a time out for an easy win; Samurai Shodown also knows that when gamers get what they say they want they'll be bored in 15 minutes, and go back to screaming at other people to deflect for their own ineptitude in DotA 2.

There's two gauges that effect the strength of the wound your mighty sword stroke will inflict: "the sword gauge" and the "rage gauge" they fill and deplete in fickle increments, a coward might research the values that dictate them, a True Samurai will perform arcane rituals to appease them. If you are in doubt , hit the button labelled "special", it hops, it rolls, it dodges, it deflects, it meditates, whatever you want, it does; the longer you meditate, at the cost of you rage gauge, the longer and sooner you can go into slow-motion when you're at risk of losing, enabling you to steal an easy win from the guy who was trouncing you. This is the true historical Bushido, the way of the Samurai, what all warriors and e-warriors want, despite their claims to the contrary. Show up late, and bring a gun.

Moon is a game that holds your hand; and invites you to squeeze.

Rather than try to cobble together a timeline, it's best to think of each Zelda entry as the same legend told by different people who fill in the gaps with their interests and quirks. Wind Waker is the legend told by a sailor; Link Between Worlds is the legend told by a painter; Twilight Princess is the legend told by a pervert, etc.

This is the legend told by Bugs Bunny.

Many people are familiar with David Lynch's screed against watching films on smart phones. I agree with Lynch that watching films on phones sucks, though people certainly take it further. If you spend enough time talking about movies, you will encounter the "well you didn't really see the movie watching in that format" argument: only this cut, on this size screen, projected in these specifications, colour graded this way, with this quality of sound, sitting in this seat, and knowing this historical context is the only true experience of a film. Undeniably these factors can impact your appreciation of a film but I will maintain that, unless you stopped watching, you did see the movie. When my dad saw Mad Max: Fury Road on a plane and didn't like it, he was seeing it equally as much as I did in a theatre with a packed crowd or when he saw it on a big TV and enjoyed it a lot more.

You'll find this sort of discourse in any artistic medium, and as I've gotten more into video games, I've both seen and advanced similar arguments myself. Beyond the obvious instances where controllers differ substantially in form and function or a CRT provides a more authentic image, you have hundreds of invisible technical quirks that can affect the experience for better or worse. It becomes easy to just recommend/instruct people to play a game you enjoyed in the exact way you did and not risk the potential differences of emulating or going back to original hardware or whatever undermining their enjoyment. There will also always be the argument in gaming for the highest specs and most modern conveniences possible: give me a 30 year old 8-bit game running on my 360Hz 4K OLED monitor with save states, rewind, debug menu available, whole nine yards (and if I like it there better be a randomizer mod I can try out afterward).

This is a long way of saying I don't really care how you play Link's Awakening: on a pea-green Game Boy, on your Switch, on your phone; in its original, DX, or remade version; for a couple hours, to the end, to 100% completion, etc. Go nuts. There's value in all its iterations, and all of it is Link's Awakening. However you played it, you played it, and I wouldn't be concerned about what someone in a discord or on here will shame you for.

But if after all that you'll indulge me one thing: I think you should play it handheld, because I think that's the point.

Worlds in (single player, offline) games materialize when you boot them up and disappear when you turn them off. Multiple games have made artistic hay under that particular sun, tending towards the "the best thing you can do is stop playing" conceit. Link's Awakening is distinct. I've heard Koholint Island being a dream described as a twist, when in reality it is much more a premise. I'd say the twist is that despite being the destined hero who always saves the day in other Zelda games, here there is nothing you can do to alter the transience of this world. Yet the game wants you to keep playing, and see it through to its conclusion.

We make and unmake every dream we have, inherently. Turning an idea into something material or corporeal is both creation and destruction: the result is never exactly what is in your mind, and you can never quite go back to what it was as just an idea. That disconnect can make anyone despondent if they dwell on it; if they let it convince them there is no value to making something no one will see just as you see it, if they see it at all. "Verily, it be the nature of dreams to end."

The Wind Fish is right, but it is also the nature of all things to transform. Experience becomes memory becomes premonition becomes experience and on and on. Dreams deferred will dry/fester/stink/crust/sag/explode. The story in the author's mind becomes the story in the cartridge becomes the story in my mind. You know it's just images moving really fast, it's just words put into a specific order, it's just code rendering. But when I take out my Switch and boot up this game, I feel like I am holding a world in my hand. I know it will textually evaporate when I finish it, I know it will literally evaporate when I turn it off, I know it was never really there to begin with.

But they only ever made and remade this game for handheld devices. And when I hold it I feel it. And maybe by telling that to you, you'll hold this game and feel it too. Or maybe you'll feel something different because you've held these words in your head. I'm fine with whatever.

A reminder that Doom is, fundamentally, a creature of the American suburbs: spawned from the childhoods of Carmack and Romero, shot through the not-entirely-unreal spaces of the first game's levels, and sprawling across a modding community of people who grew up in houses and yards they could recreate. The real murderheads will probably get the most out of this, and there's very obviously a ton of Internet ARG Stuff going on, but this is still a hell of a thing. Worth playing if you have even a passing interest in Doom, have ever played and enjoyed the base games. Why not just play custom wads forever?

For the last few years, I've taken to digging through old PS1/PS2/Dreamcast/Saturn games, including unlocalized ones, to find new tastes of what I consider the magic of video games: to step into an interesting space that plays by a unique set of rules. I delight in finding something like Napple Tale, Ape Escape 2001, or Robbit Mon Dieu that has a colorful, weird, unfamiliar world to experience. While I've often been satisfied with mere morsels of this feeling--Napple Tale's hub world, Ape Escape 2001's miniature playgrounds---Balan Wonderworld delivers a whole feast.

Every stage is surreal, varied, and bursting with color. A cornfield bends as you run across it. An Escher-esque interior littered with giant art supplies reorients itself when you pass through a mirror. Mysterious creatures dance just out of reach. Each of these is packed with secrets, requiring creative use of the game's 80 costumes. Often, puzzles will have an obvious solution using a costume you don't have, and you'll need to think outside the box. What at first appears to be a rigid lock and key puzzle quickly becomes an invitation to knock down the door.

You collect these costumes and maintain a persistent stock of them. You can carry three at once to swap between at will, and exchange these three with ones in your closet at checkpoints. If you are hit while wearing a costume, that costume is lost forever, but you can stock multiple of each one. This system is fascinating, versatile, and elegantly encapsulates both action mechanics and health. You may get a rare costume that is extremely useful, but have to use it sparingly lest you risk losing it. You can always replay stages to collect costumes, or with a bit of time investment grind out a large stock of any costume you want. Or you can wing it, risk running out, and improvise.

Each costume can perform only a single action, such as a jump or attack (or, if you're lucky, a jump that is also an attack). That means the strongest in combat are often also unable to jump. Almost every moment presents an interesting decision with real stakes and tradeoffs. The most useful costume I found for damaging the final boss was also incapable of dodging one of its rarer attacks, and if I stocked up three of them for the fight, one would have to be sacrificed periodically. I love this.

The storytelling is entirely wordless. It opens with your character, a child, experiencing such a tragedy (perhaps the death of a parent?) that she sulks around the house and the maids speak of her in hushed tones. She encounters a mysterious being - the thing on the box - that helps her conquer her conquer her grief by empowering her to help others. Each stage is the mind of a different character experiencing some kind of trauma or despair: a snowy mountain representing a girl who lost her sister and is unable to love, the aforementioned Escheresque nightmare of staircases folding on themselves representing an artist trapped by the pressure for artistic growth. Their stories are told through ornate, stylized prerendered cutscenes. Once you help them defeat the manifestations of their despair, you join them in a dance sequence that (sap that I am) brought a tear to my eye more than once. Understanding the pain of others is the best tool for overcoming our own despair.

Balan Wonderworld is one of my favorite games I have ever played. The discrediting and imprisonment of its creator lends the quality of an elegy--for a man, for an era, for a design sensibility unfettered by convention and expectations--that underscores the reality of the pain it depicts, and the desperate need for the hope and resilience we can find by sharing it.

Forget about misplaced film analogies, I’m starting to think Resident Evil 4 might be the Abbey Road of video games - not just a title that shook the industry and course corrected everyone even thinking about flexing their own creative muscles in its wake, but also arriving fully formed after years of refinement and experimentation, effectively acting as a thunderous mic drop for their creators and the years of work that preceded it. In fact, this game has been so universally and thoroughly praised, that the idea of picking it apart critically feels futile.

Don’t worry, I’m not about to denounce a modicum of this game’s quality here. Anything I say for the rest of my mortal life that resembles intense negative criticism of RE4 ought to be interpreted as a cry for help, and the authorities should be alerted of my status immediately. What I am suggesting though, is that its monolithic status in the industry has likely steered away modern critics from really digging into the systems to discern what really makes the package sing. “Resident Evil 4 is one of the greatest games of all time” is a sentiment that’s as natural as breathing to most (myself included), so why even bother trying to justify that notion? I won’t be challenging that instinct today, as breaking down every positive element to RE4 would be an exercise in futility at this point, but there is a single ever-present thread that permeates through the game’s massive campaign that I would like to discuss today.

Call it a theory (a game theory, if you will) but I think many modern “gamey” games have taken RE4 and its sneakiest qualities for granted, or just completely missed certain brushstrokes that brought the game together. It’s hard not to love everything here, obviously, but something that really stood out to me on my numerous recent playthroughs was how RNG influences every corner of play across the game’s massive campaign.

We all know by now how masterful Resident Evil 4’s restricted control scheme is, but in my eyes, the reason why is due to everything else surrounding the control scheme. Say for the sake of argument you’ve just cornered yourself in a room with a dozen Gonados. A fate worse than death in a traditional action game, but it shouldn’t be too scary here due to Leon’s plethora of ranged options, right? If you’ve played RE4 before (and if you haven’t, what the hell are you doing here?) you know that encounters rarely play out in such a breezy fashion. Enemies and their movement patterns are erratic, their attack options are multifaceted and frequently require different countermeasures, and the silent difficulty scaling that pulls the strings on normal mode means you always have to stay on your toes to fight for your survival. This dynamism swings in your favor too, with critical hits and item drops occasionally feeling like the determining factor between success and failure during bouts. Even in the most ideal of circumstances you always have to stay on high alert, with every layer quickly crumbling with the slightest of breeze and collapsing over your plan near constantly. It’s miraculous how you can play one room over and over again with a vague route in mind, and things can still go wrong.

The item drops are another point too: while the game gives you far more ammo than you could ever need, relying on one weapon will all but guarantee its depletion, forcing you to fall back on other options until you find more ammo. It’s easy to rely on the shotgun due to its range and power, but it feels like for every encounter where you want to fall back on it, another harder fight is sure to come soon. Despite the clearly uneven power scale between your arsenal of weapons, the game somehow remains near-perfectly balanced for an entire playthrough as a result of these micro-decisions you’re forced to make every 5 seconds.

Loot drops from villagers and the economy as a whole also go great lengths towards affecting Resident Evil 4 long-term, but it's revealing to me that even on the highest threshold of difficulty, it's something you never actually need to engage with. Due to the strength of universal options like the knife and invincible melee attacks, combined with the breadth of ways to use crumbs of ammunition for even the weakest guns, you always have a strong chance of survival. The core gameplay design is so tight knit that even the addition of an in-game shop that lets you sell every weapon and item in your arsenal simply exists as a way to mix and match gameplay styles on the fly, and try out distinct strategies in a way that feels totally customized to the player and no one else. If you want to sell everything just to max out the Killer7 at the very end of the game and kill the final boss in 8 shots, you can do that! If you want to kill off the Merchant entirely and only use the tools the game is guaranteed to give you, go for it! You’re all but directly encouraged to do so. That’s true dynamism.

Considering everything at play, from Leon’s limited control to the intense variables that shift the playing field with every passing second, it’s fair to say the outcome of the game is at the mercy of RNG in some way. Generally speaking I’m wary about this flavor of design - I always like to have control over my inputs and consequences if I have the dexterity to overcome a challenge, so the idea of a spinning wheel of numbers guiding me towards (or away) from victory isn’t something I normally want to engage with. This may be why I’ve gravitated towards fighting games as a competitive outlet over the past decade, as their mechanics are so cut and dry that the only thing standing in the way of success is my own skill (and often, my hubris).

Resident Evil 4 isn’t like the other girls though. The core mechanics and encounters are so good on their own that the designers didn’t need to weigh down on the player in other more heavy handed ways. It doesn’t need to randomize the shape of rooms to differentiate encounters, weapon stats are never clashing up against the power level of enemies in a way you can’t be expected to work around, and the player is still largely in control of their success at all times despite factors that are genuinely out of your control. Even an enemy randomizer, something that has been proven through ROM hacks to still add to games in meaningful ways, is simply unnecessary when you have a campaign so tightly packed with variety and interesting scenarios. The unpredictable elements that do come into play simply follow the player and force them to engage with the mechanics in cool and interesting ways - no more, no less. It’s one of the more elegant threads of randomization I’ve ever seen, and is a clear sign from the designers that they absolutely knew what they were cooking with. Capcom created perfectly optimized systems around the simple act of pointing and shooting, and could be as hands off from the player as possible to let the design of this suplex of a game speak for itself.

Video gamists have a nasty habit of forcing intensely literal parameters on works that present themselves in vague or abstract ways. In my experience with these kinds of people, it comes from a place of truly and authentically appreciating the work, but not having the imagination to accept that art can serve something other than a comprehensive series of tangible events. I always presumed this was largely on the fault of video game players, but this adaptation of Inoue's paintings proves that developers can be just as bereft of imagination as well. What a shame.

The secret to Yakuza 0 is that each individual part of gameplay is actually quite mediocre. What elevates Yakuza 0 to greatness is how these pieces of gameplay are woven so elegantly and masterfully together. Like a giant snug quilt woven by a warm and caring grandmother.

To demonstrate this, here is a slice of Yakuza 0:
I find myself in the bustling streets of Kamurocho, the noise, the lights, the pedestrians. With its dedicated "strut" button, I push past people and soak in the atmosphere. I beat up some thugs, eat some sushi, give kind words of advice to the chef, pick up some beers at the shop, hit up the arcade and put around ¥1000 in the Outrun machine. After that I go to work managing my burgeoning real estate empire, spending time organising my managers (many of whom are friends I have met in my escapades) and leave work to beat up some more goons. I then play some bowling, hit up a vending machine, and get a rare part for my tiny toy racecar. I get stopped by a film crew asked if I can step-in as a producer for a TV food program. I politely decline for now, since I'm meeting my best friend for a drink at his favourite bar. This then leads to a gripping series of cutscenes in one of videogames greatest crime thrillers.

It's a world built to suck you in. A fictional Japan you can keep inside a machine and take a tourist trip to without the need for lots of cash and long-haul flights.

Though, it is this Japan where Yakuza 0 does fumble a bit. I've never been to Japan, my knowledge largely comes from the videogames I've played and the few anime/manga I've consumed. The translation does take a degree of "cultural knowledge" as they include honorifics and a few "borrowed" words where translation wouldn't suffice. A strange example is when Kiryu gets called an "Otaku", when I feel "fanboy" would surely be suffice? And certainly be more welcoming to those who have not engaged with Japanese media as such.

(I feel an in-game glossary for the meanings of honorifics and borrowed words would have been a way to resolve this. Like, I'm not entirely sure on the difference between calling someone "-chan" and "-kun", and the game has been translated in a way that somewhat assumes I should.)

These issues are compounded by the fact that a lot of background and fight dialogue goes untranslated. I understand it may have been a mess to bring up subtitles for every bark and murmur in Kamurocho, or every bit of pre-fight banter. But, I can't help feel I'm missing something. Ultimately, this is a user issue. I don't speak Japanese, and Yakuza 0 certainly makes me wish I could.

Alright, few bullet points before I wrap up:
- The game is incredibly dense with content and the cracks will show if you stick at one thing too long. Variety is the spice of life, and Yakuza 0 is scorching hot.
- Combat is better than most western games pursuing this style of game, allowing attacks to hit multiple people and start combos hitting thin air. May take a moment to adjust, but I find it much more enjoyable than sticky snap-to-target (Batman) fighting.
- Don't worry about it technically being the sixth game in the series. It's well-written and gripping enough for anyone to jump on board.
- The game is dialogue heavy, but credit to Ryu Ga Gotoku Studio, they use a variety of ways to deliver this to you. Some are cutscenes which feature detailed and animated character models. Followed by talking and text boxes, and then by dioramas with moody filters. You can be sat watching and reading the game for an hour, and yet they manage to keep your attention throughout. Fantastic use of their budget, assets and voice-acting talent.
- At time of writing I have not played any other Yakuza game.
- I like Space Harrier more than Outrun.

Yakuza 0 is simply incredible. It provides in spades what so many developers have been clamouring for in their open-world games. Yakuza 0 is my gateway to this giant series, and it probably should be yours too. My PS2 copies of Yakuza 1 & 2 came in the post and 2023 is the year I will dive feet first into the sparkling ocean of Yakuza. While I can't yet recommend the entire series, Yakuza 0 is a modern must-play.


protip: turn the minimap off. not just for Yakuza 0, but for most video games. but especially Yakuza 0.

I can see the faint traces of the magic that people see in this game. I can hear bits of the echoes of the things that touch them or that they find charming. But for me, it came up very, very short.

I got all the way to the sand monster boss, where my game would not stop crashing, which I took as a sign for me to stop trying to force myself to have a good time.

I think I could go on at length if I could talk out loud, but having to formulate my thoughts right now in this little word box, I don't know if I can articulate why it doesn't click with me very well, but lemme give it a shot.

I've heard people compare this game to like watching episodes of a Saturday morning cartoon. People have said it's a hangout game, or a vibes game. I think that's true for those people, but the missing context there is that it's a certain type of Saturday morning cartoon; it's a certain type of hangout. It's a boy's club hangout.

DQ11 feels like the perfect, most magical game dreamed up by three 10 year old boys in 2002 from within a treehouse with a 'NO GIRLS ALLOWED' sign on it.

Just not my thing.

I do not have any larger point here and I wouldn't necessarily argue it's indicative of any deeper issues (though obviously Fullbright turned out to have Deeper Issues), but I am just really stewing on this game's incidental world building detail that Elon Musk was President of (presumably) South Africa and that "the capital" was named after him in 2016.

First off, the year. Tacoma is set in 2088 and was released in 2017. The game doesn't really position itself as branching from an alternative history event/trend pre-dating its release, making the decision to set it right around release jarring. Judging from the fact that there was a preview build in 2015 with a different premise (in which player character Amy Ferrier is a crew member rather than someone there on a focused assignment) and the game was delayed, it's possible this was originally a "future" event that accidentally became a "historical" event.

Second, South Africa does not have a singular capital. It has three capitals: Cape Town, Pretoria, and Bloemfonteinone, each corresponding to a respective branch of government. Did no one on the Fullbright team know this? It is an unmissable fact if you google "South Africa capital". Alternatively, maybe the implication is that 70 years on South Africa has done away with its three-capital idea. But hang on it's still called South Africa? Basically the entire west coast of the US and Canada minus California unifies under the name "Cascadia-First Nations" (sidebar: if you wanted to speculate on a sovereign Indigenous state or confederation of nations, why would you still use the colonial term "First Nations", which expressly doesn't include Inuit people, who are implied to be part of this fictional country) but South Africa just stays the course name-wise?

Third, President Musk. Unpack that for ten seconds: first white president post-apartheid, presumably through his own party (he could never win the ANC leadership), and that close to the present day at the time of release? I know public perception of Musk was fairly different in 2015-2017 (there was that awful Star Trek: Discovery name drop around then, not to mention The Messenger positively referencing Jordan Peterson like a year later), but even so like...why would this happen, and why then? There's not enough runway. It smacks of the sort of juvenile logic where The Troops would make the best football team and Deadpool should host SNL. Maybe it's a coup? That would explain the name change; it wasn't a reflection of his popularity, but rather his megalomania.

I understand that this was probably a conversation of less than half an hour between at most three people. There's the idea for the crossword, the idea to toss in world-building, someone's like "if space travel is so big, maybe it's because someone like Elon Musk became president", someone else is like "wait he can't be president of the US though, wasn't born here", third person is like "well he's president of South Africa then", and that was the end of it. Then I come along 6-7 years later and get annoyed because I know too fucking much about that stupid fuck, and the idea of him being an implicitly politically important part of a future optimistic enough to include commonplace space travel/residence/industry and actual Artificial Intelligence before the end of the 21st century just boils my brain.

I was not being ironic, I genuinely have no larger point.

aging millenials have been engaged in a psy-op to put this thing in Top 10 lists for decades now