All the new additions in the world couldnt help shake the feeling that im just playing botw again. The dephts and sky being mostly barren doesnt help its case either.

Sadly a friend's insistance on hard backseating me through the game ruined its incredible atmosphere, leading me to drop it at i think halfway through. No rating as it would be unfair to the game.

Fitting that a game about a girl obsessed with superficial numbers going up gives you the most unsatisfying ending possible if you do anything other than focus on those same numbers going up yourself, regardless of the progress you made on her wellbeing along the way. The game is evidently made for people to youtube guide their way through every ending and not as a singular concise and cohesive experience, which im not a fan of.

The island exploration and final boss(es) make up for how thoroughly unenjoyable every single one of the game's dungeons is to beat

While I enjoyed Elden Ring more than most games I've played, the game is way too big for its own good. Dark souls' great map design and enemy placement is replaced by a huge map, where enemies are seemingly randomly placed to patrol it. At first I didn't have much problem with this, but after the first few hours of fighting the same enemies over and over again it got stale, pushing me to avoid combat almost completely, especially as the horse makes running past enemies easier than ever. This meant that the only thing left were the bosses and build crafting, the later of which can be very limited depending on which stats you focus on. I decided to go for a faith/str build (I started str/dex, but got quickly bored of the combat as the map design I loved from ds1 is absent), which meant that my weapon choices early on were very limited, leaving me to use the same few weapons for most of the game (yes, you can add faith scaling to regular weapons, but doing so leaves its other scalings severely lacking). The tombs that fill the games' map and are initially fun to explore, but the reused layouts, bosses, and enemies on top of the rewards for clearing them only being useful for specific builds made me start avoiding most of them. This pushed me to look online so that I could avoid content that didn't give me rewards I was going to use, which reduced the charm of quests and NPCs and spoiled myself areas and bosses. The bosses themselves were undoubtedly my favorite part of the game, even though one of the first weapons I got being the best one I had against almost every boss (the grafted dragon) and the final boss being one of the least interesting ones were definitely letdowns.

Barely any enemy variety, "secrets" being currency for incremental upgrades to your stats and new spells being slightly more powerful versions of other spells means that the first 30 minutes of the game are almost identical to what you'll be doing for the rest of its duration. The only thing I'd consider mildly interesting of this zelda rip off is the combination of using the hookshot and the daggers in combat.

The introduction of a third portal gives the game's puzzles some actual complexity, but most of them using the concept of "place the present cube in x spot and then bring the future cube to the present" makes the game's later puzzles somewhat predictable and had me using a guide for the last few chambers as soon as I entered them because I just wanted the game to end already.

Interesting how a game who's best feature is the movement insists on slowing you down with awful stealth sections and filler, lazy puzzles that don't introduce a single interesting idea to the player. The bosses all play so similarly to each other they quickly get old, especially once you realize there's no penalty for getting hit, and the final boss is too long for how repetitive it is.

This review contains spoilers

Like in other Metroid games, the world isn't very interesting to explore, as all of the game's areas feel very generic visually, thematically, and mechanically. This greatly lowers the excitement of reaching a new area, as there are no major differences between areas, other than one having more lava rooms and another being submerged in water, not exactly new and interesting concepts. This is a shame because the game actually lets you get lost in its world, with upgrades that are hidden to the point where it isn’t evidently clear if they’re optional or not. This forces you to search your surroundings for secrets, use your map, and backtrack to previous areas in order to progress. Sadly, as most of these upgrades are the same or very similar to ones in other Metroid games, there isn’t a lot of wonder and excitement in finding one, as it turns “I wonder what cool power I’m getting next” into “I wonder if I’m getting the morph ball or super missile next”. The only exceptions to this are some of the Aeon powers, but these have issues of themselves. The cloak is barely useful outside of EMMI zones and the dash makes crossing them and dodging enemy attacks so easy that I avoided using it, as the only enemies that can keep up with this are the yellow EMMI and the final boss. I also found the map way too detailed, as it means you don’t really have to take mental notes or leave pins on the map, greatly reducing the feeling of you exploring this vast, unknown world.

As for the combat, fighting regular enemies is as mindless as ever, as you can either stand as far away as possible and shoot them or use the melee counter. The counterattack has such a lenient timing and the shot after it is so powerful that the optimal strategy for enemies that don’t die in a few shots is to stand still in front of them, wait for the flash and counter, usually defeating them in that single shot. If you decide to shoot them instead, enemies give so many missile drops upon death that there is little reason to use your regular shot until you upgrade it a few times. Once you have around 40 missile ammo you can basically use them exclusively, and its ammo account can go over 200 for some reason, when you already have way more than you need by 100. Health has a similar issue, as it can go so high if you’re diligent with your secret finding you can even brute force your way through enemies or just run through them. This makes enemies more of a nuisance than an interesting challenge and makes upgrades after the first few ones serve better as a puzzle than an actual upgrade.

Bosses fare much better, as they deal significant enough damage that the health upgrades actually feel useful rather than overkill and running out of missiles against them was never an interesting situation, as it meant having to use your charge shot for the rest of the fight. Most of the game’s bosses are challenging and have different enough mechanics for them to feel unique. The only exception are the bosses that are repeated, as these don’t have anything interesting going on to warrant fighting more than once and the refights don’t add much to them. However, the game’s very generous auto saves remove a lot of tension from these encounters, as it saves before every boss, after going to a different zone, before entering an EMMI zone, after exiting it, and I imagine after defeating a boss too, but this one I can’t confirm by myself. This trivializes the existence of save rooms, no longer providing relief after overcoming a challenging section but rather feeling very pointless. Because of this, losing simply means being set back by maybe 5 minutes, greatly reducing the impact of both bosses and the EMMI.

The EMMI are by far the best part of the game alongside its bosses, as entering one of their zones greatly increases the game’s otherwise pretty low tension and works as a great change of pace. While initially it can be annoying how the EMMI can hear you from relatively far away, it ensures that you never get past them too easily and forces you to always be on the move. You rarely have to hide in a corner for too long waiting for a chance to escape, keeping up with the game’s relatively fast pace. The part of the EMMI zones that I disliked the most is after you destroy the EMMI as it removes what makes these zones unique, replacing the EMMI with uninteresting enemies.

Metroid Dread, while not being a perfect game, is a perfectly enjoyable one and by far the best Metroid game I’ve played.

This review contains spoilers

The AI in alien isolation is truly incredible, as it manages to keep a single main enemy for the entire game and keep it interesting all the way through, while a game like RE2 relies on regular enemies to add tension, as Mr. X by himself would've been a joke to avoid. However, the game for some reason insists on removing the alien for not insignificant portions of the game in order to advance a shallow, uninteresting plot about going to a spaceship to look for your mom who doesn't ever appear in game. How the story manifests in the gameplay isn't much better either, as the whole game is you trying to do a basic task for boring underdeveloped characters and being set back 5 times along the way for each objective. This even extends to the ending of the game, to the point of me wanting it to end an hour before it did. On top of this, instead of finishing after escaping the ship, the game gives you a third spacewalk section consisting of moving forward for 10 mins while occasionally pressing buttons, which wasn't appreciated the first 2 times it happened. The final scene of the game being a quick time event cemented me the idea that I didn't want to touch the game again, as it turned an otherwise bombastic ending into a mindless slog.

The item system, while being interesting in concept, is completely ruined by the fact that 90% of the game can be easily beat while using very few items, to the point I was crafting more not because I needed to, but because I was full on materials, turning them from something essential to survival to another get out of jail free card to add to your collection. This also includes the weapons you are given, as shooting one attracts the alien to your location, making the objectively best option to make some noise near human enemies so that the alien takes care of them for you and using the stun baton, emp mine, or simply running away from the synthetics, as they move slow enough for you to lose in most of the game's areas. The game eventually gives you a break from the alien and finally lets you use these weapons, but the game honestly is much less interesting without it and at this point I had so many items and so much ammo on me that it didn't matter. The one item that’s actually consistently used is the flamethrower, as it fends off the alien, illuminates the area near you, and is a relatively quiet way to kill facehuggers, but it’s so useful that you can basically ignore all other items while you have fuel, of which I was never low on until after the nest section, at which point the game is nearly over.

The game also falters in its horror in many areas. The many different methods of pulling handles, for my understanding, are designed to create tension when you’re trying to open a door while the alien is lurking nearby, but many handles can be cheated by simply holding both mouse buttons and then pressing in the direction it suggests you should pull, as there is no punishment for pressing the wrong button or too many buttons. The flamethrower doesn't entirely erase the stress of being found by the alien, as there's always a risk that you run out of fuel, but as I said that moment never came to me. The saving system, while it does create fear of dying in the process of saving or right after, doesn't save the enemies' intentions after reloading, so if you save while you're being chased and die after, as long as you were slightly out of line of sight, you'll be completely safe. I also found it very interesting how many set piece moments the game delivers via cutscene especially at the end, as these signify to the player a clear lack of danger, as they will always be delivered safely to the next gameplay section.

Maybe I should've played the game in a higher difficulty (I played in hard), but I doubt that would've fixed how boring the story is, how bland regular enemies are, how easy it is to destroy androids with the 10 stun baton charges you haven't used, and how in sections without the alien the game feels like a linear stealth game where it’s extremely easy to not get caught, and even is you do you can just as easily dispatch or avoid whoever caught you.

Mario's greatly downgraded movement means moving him around isn't as inherently fun as in other games. Because of this the levels and mechanics have to carry everything else, which aren't that amazing for someone who has already played Galaxy 2. This isn't helped by gimmicks such as rolling the ball, the manta ray and the multiple races. These, while short enough to not be a huge nuisanse, leave much to be desired, unlike the spring power up which feels awful to control, but is thankfully used much less than in the second game if my memory serves me correctly.
Rosalina's story book is difinitely the highlight of the game, but they barely do anything with the storyline outside of it the tiny corner its allowed, as no npc mentions it and speaking to rosalina on the starship has her talk about how close I am to saving peach, which is the last thing I'm interested in.
The starship itself, while cool at the start how it powers up as you make progress in the game, has nothing interesting for you to do in it, and the gutted movement plus the fact that you can't go under it unlike many planets means it doesn't work as a playground for the player to get used to the game and its controls.

Just like portal 1, most of the puzzles feel very shallow for someone who's played mind bending puzzle games like Baba is You, meaning the actual challenge of most chambers is just finding all the puzzle elements in the chamber, as the solution is normally pretty straightforwards. This is made worse by the fact that many puzzles require a decently amount of steps to solve, making the easier puzzles a chore and even worsening my experience with some of the harder ones, as making a single mistake can mean having restart the entire puzzle. In the game's final minutes the puzzles being thrown at you at a faster pace or even put you on a timer, which I found much more proper given the game's decently low difficulty.

I'd keep playing it if a single run didn't take me over 3 hours :(

This review contains spoilers

One day ill beat the pantheons with all bindings...

Botw if it had a mediocre plot, uninteresting quests, a barren world, and level requirements that force you to grind. Maybe it gets better after the prologue but I'm not willing to keep playing to find out.