19 reviews liked by margeFromSimpson


Weirdest game I ever played and everyone should play at least once.

Before I start this review I need to preface that this game is an extremely good game there's no reason to deny the sheer quality and scope of such a project.

With that said, was it a completely satisfying game to me ? A long time Zelda fan who also happened to have the original BOTW ranked super highly as one of my favorite game of all time ?

Heeeeh not quite

By the time I'm writing this review I have completed every single shrine, gotten every single light roots, gotten every single bubul frog crystals, done a couple of the most important mission, got all the dragon tears and ofc finished the 5 temples as well as defeating the evil Ganondorf.

So I'm confident in saying that while all of this was still a relatively fun and addicting experience, there's a lingering feeling at the back of my head telling me that this wasn't really that great of a sequel to BOTW

But why ? Why did I have this awkward feeling ?

I guess it's because BOTW was such a unique experience on release, one that could be difficult to top even with the best of effort, it's such a unique take on Zelda going back to its roots and giving the series the proper evolution it needed after years of stagnant attempt at recapturing the magic of OOT with more or less good success.

It was an ode to freedom, to adventure, it was a game that had the balls to throw away 20 years of Zelda convention and was making no compromise to deliver the best experience possible.

It's hard to deny how much of an amazing title BOTW was when the only people complaining about it are game design illiterate Zelda fans who thought it wasn't "Zelda enough" (which in my book was a good thing) and personally speaking it was hard to recapture a similar experience.

TOTK feels more like what happens when you're bored of playing Minecraft Vanilla and you want to spice things up with some mods to add more stuff to do and that's how I feel about most of the new features in this game, nothing that truly enhances the original game experience in any significant way but just add more stuff on top of what was already a pretty meaty game.

But in doing so, I don't feel that the new stuff was thought with the same minutia or the same sense of vision that BOTW did.

I start with the big elephant in the room which is the map of the game.

As you may know, the map of TOTK is mostly lifted off of the one from BOTW, the surface world isn't entirely devoid of new stuff but it's still relatively the same world just slightly touched up.

The problem with this is that it completely change the way you experience the world, in BOTW I was discovering the world, I was letting myself go loose and absorb the entirety of the game in all of its scope, in TOTK the exploration feels a bit more processed.

I know these plains, I've climbed these mountains, I've sailed those seas, I've been there so I don't approach the world of TOTK the same way I did the one in BOTW.

BOTW felt like actually exploring a world and creating your own adventure, TOTK feels like checking a list of stuff to revisit to see what's different as well as progressing through the very disjointed story of the game (more on that later).

But TOTK has 2 more layers to its map, the sky and the depths !

These were the main selling point of the game (especially the sky) and the two biggest addition to BOTW's world and what do I think of both of them ?

They're honestly not that amazing, there are very few sky islands and most of them outside of the starting area are just the same copy pasted layout of one island with a rotating platform, a distributor and an empty shrine you have to bring a crystal to either by going to an island with an underground where it lies or going to an island where the same cube boss guards it on its back.

There's only maybe 2 or 3 sky island that are actually different and offer a different set of challenges and going to them is kind of bothersome with no proper way to traverse the sky (unless you decide to create an airbike), at some point the sky islands were becoming a bit too predictable but at least they were better than...

The Depths...

So ok, when I first entered the depths my jaw dropped to the floor, these crazy mf made an entire map under the map ???

But then you actually explore the depth and realize its depressingly void of interest, it's the same biomes and structure repeated infinitely with little to nothing of value to be found in here and the only real appeal of it is making surface shrines easier to find (due to the map being symetrical) and grinding for Zonite Ore to upgrade your battery (and I guess that neat little quest with the Yiga Clan but even that got dull pretty fast), every trip down here ended in disappointment and felt like a massive waste of my time until I decided to make an air bike to skip on most of the cumbersome traversal (because god the geography of the depth coupled with the limited light sources just makes me loose my mind)

The best addition to the world at least to me are the caves and wells, these should've been more advertised because these are awesome ! They're the kind of places that feels like it actually belonged in the original game map, they have unique and interesting layouts and they hold lots of surprises within them without feeling too samey and I wish the Sky Islands and The depths were designed with the same philosophy as them.

Another problem arise when discussing the story of the game. See BOTW structure really doesn't mesh well with a more narratively driven story and it shows, you can feel that there was an intended order in how you're supposed to experience what the game has to offer but if you played BOTW before, you don't wanna do that, you just want to explore the world and do things in whatever order you want !

But TOTK encourages to qualm your drive to explore and go on an adventure because not doing so will lead to a worst narrative experience, sometimes you get cutscenes out of order, you experience story segment out of order and the whole story gets broken because the first memory you get is of Zelda traveling to time and the second could be Ganon transforming into a demon and there's like 15 different step you just skipped.

It's sad because it makes some of the stronger more controlled moment of the story less effective as a result

In conclusion TOTK is a game that I enjoyed but it lacks the cohesiveness of the original game even if its fun to play around with the new ability

Heartbreaking: Guy who only plays underage girls in Arcsys games thinks vtubers are "too cringe" for him.

"Wow vtubers are so cringe amirite guys? 0.5 stars!"
-Some guy with Kingdom Hearts and Type-Moon shit on his favs

If this came out today Redditors would do the soyface and pretend this is gonna own Xi Jinping

Some of the most fun I’ve had with a game in years was learning how to kill lizards in Rain World. In my entire time with the game in my first playthroughs, I’m not sure I ever intentionally killed one of these beasts. I saw them as impossible foes. But in order to reach many of my goals in Downpour, I had to learn how to conquer them. The first kill feels like a fluke, like luck, and in a way it is. But each spear that pierces their hide feels more real, more earned. They never stop being terrifying. They never stop being a threat. But I had to learn how to take them down anyway, backflipping, juking, stabbing, feasting. I had to learn how to slay dragons.

I have a brand, and part of that brand is that I really like Rain World. In all my poetic waxings, I often am remiss to mention what makes playing Rain World itself actually so cool. So for once, I’ll try to offer an admittedly vague explanation. I’m sure you can find no shortage of mechanical rundowns, so I’ll keep this brief: Rain World is a unique game where you play as a little slugcat trying to survive and find shelter before the devastating rain comes. It’s quite a difficult game where challenges may often feel insurmountable. What makes Rain World such a unique game is its emphasis on emergent and procedural systems. The vast majority of these systems are not explained to the player at all, and as such have to be learned by experimentation and exploration. The behavior and animations of all the predators and creatures you encounter is unpredictable and dynamic. The game is a bountfiul garden of consistently surprising gameplay.

The result, for me, is something unlike anything else: a constantly exciting game. It’s always a thrill playing Rain World. Even dozens of hours in, I find myself yelping and gritting my teeth. I can get into specifics but I don’t want to dispel the magic of experiencing it yourself. I adore this. It can also end up making making the game agonizing. This is why initial critical response was negative, and why many players will find the game simply too hard or too cruel to even play let alone enjoy. But that agony is a part of the experience, or at least my experience, and it’s part of what makes the slugcat’s journey so beautiful.

So what about Downpour? This is an expansion that adds a litany of new features. If you just want a straight recommendation, I don’t advise going into anything related to the expansion before playing the base game. It’s not a required expansion and frankly is extremely geared towards die-hard fans. Most of my time was spent with the new slugcats, but they also added co-op, Expedition mode, challenges, and other stuff. A major addition to the game was Remix, a suite of new options that is available to owners of the base game. This alone makes recommending Rain World significantly easier, because it now comes with a big list of checkboxes that can help you tailor the game to your own needs. (If you want help figuring out what to use, check out my forum post here.)

Now, there is a criticism that Downpour in many ways actually distorts and weakens the unique core identity of Rain World. I’m torn on this. On one hand, I think it’s a bit paranoid. Even with an expansion (which is still optional!), Rain World remains a singular game like no other. Hunter and Monk were already additions and didn’t distort that vision. On the other hand, this game has a lot of things in it. There’s five new campaigns, a bunch of new game modes, and major additions to the map. There’s a chunk of community easter eggs, which frankly rubs me the wrong way, and the involvement of fandom in art can get ugly fast. The expansion also ends up adding a fair bit to the lore and narrative, and I don’t have simple feelings about some of the choices. (I won’t get into it for spoiler reasons, but there are some big swings that I don’t love.) It’s so much that I couldn’t possibly cover it all, and all the implications and complications in this review; even what I’ve written here is longer than I wanted. I wanted to just talk about the lizards, but this is too dense with content that I can’t just leave it at that. I would never go as far to say that Downpour ruins or fundamentally changes Rain World, but it does definitely add a lot to the mix.

There’s a reason for all this. Let’s talk a bit about the history here: years ago, some Rain World modders began developing the More Slugcats mod, which would add new playable slugcats to the game. Eventually, Videocult took these folks onto the team directly and made the expansion official. This, perhaps, explains why there is a sort of eagerness and lack of restraint to the expansion. The developers have announced intent to continue working on Rain Word, though I get the sense that this will mostly be the Downpour team and not the Videocult duo. I won’t lie that this concerns me; I don’t necessarily want to see this game endlessly expanded. I’m still waiting on the Signal project, and I want to see what else these teams are capable of putting together.

I think part of this comes from the fact that I don’t really engage with games in the way a lot of others seem to. For some people, Rain World is there forever game. I don’t want a forever game. I don’t generally seek to play a game for an indeterminately long amount of time. When I see credits on a roguelite, that’s generally when I stop playing. I am so puzzled when I see people gripe about growing tired of something after several hundred hours in a game. Even my favorite games of all time I generally do not return to ad nauseaum.

But that’s sort of why Downpour ends up making me happy. In spite of some of my concerns and gripes. A messier Rain World is still Rain World, and Rain World is good. And at the end of the day, Downpour gave me a reason to play one of my favorite games again. It gave me a reason to learn how to slay dragons. And that’s worth a hell of a lot.

Cute game if you ignore weird people online

Game is kinda fun. Yeah the dialogue is cringe but so is everyone on this website lmao

This game sucks. The story sucks. The characters suck. The writing sucks. The game play sucks. The choices don't matter. The movement feels wonky and delayed. The idea is interesting but this isn't good at all.