alright buckle up gang because gacha games and i have a HISTORY (it's a pretty middling history, honestly - i was f2p as a point of pride. it's still very fascinating for me to analyse in restrospect, however!)

it's been ~1.5 years since my final day with this game, after playing it every single day for ~1.5 years. i'd dabbled in gacha, before this - i had a brief fling of like a couple months with mr love: queen's choice, and then maybe like a super brief attempt with a couple other games before that, which i dropped almost immediately because back then i didn't know how gacha worked. i was much more used to buying a full game outright, rather than committing to something for free with rolling content. mr love: queen's choice in particular taught me that gacha was a real time investment! keeping up with your dailies is basically a full-time job (a life lesson that you can clearly tell was learnt by a jobless dummy).

the point is, my attention span simply doesn't hold up for that long, and so i figured gacha and i just weren't all that compatible. so when the tears of themis release day announcement cropped up on my timeline, i did my best to ignore it. sure, it looked gorgeous, and i adore mystery in my otome, and marius von hagen with his passion for art and his penchant for teasing and his 'i'm going to be insufferable and you will love me for it' attitude looked like exactly my type of fictional man. but i was only gonna play it for a month and inevitably get bored, right? my perfectionist tendencies were only gonna drive me up the wall when i had to face the reality of missing out on content in order to stay f2p.... right??

it turns out i have the willpower of sugar paper, because release day came and went, and i resisted... and then the very next day i caved and downloaded it. and i immediately became obsessed. i know genshin impact was a big hit and all, but i really wasn't expecting mihoyo to pull out all the stops with their otome side project! the main cast were all charming and had real promise of depth, and rosa herself was an intelligent protagonist who could hold her own, and the setting and initial hook to the story really roped you in. marius was in fact insufferable and i did in fact love him for it. what can i say, i know my tastes.

the more i stuck with this game, the more i also realised the ways in which gacha truly appealed to me. it's extremely satisfying, personally, to see the gradual progression i made each and every day, whether it was levelling my cards or hoarding tears or finally triumphing in the latest trials of themis stage. or, boiled down simply: i like to see big numbers go up. i like to know i'm the cause of that. i am an easy audience and proud.

the strategizing around how to use my tears, too, was pretty addicting. since the cn server released a year ahead of us, we had the benefit of knowing exactly what events were coming and could plan around them and decide which cards we wanted to prioritise. the community around it was delightful! we could all get excited about current AND future events together, and the anticipation collectively drove us all a little insane. mullet marius was a personal attack on me, actually. extremely rude. you'd best believe it's a good thing i dropped the game before he became available to me, because at that point i had 450 tears saved up and would've gleefully dropped them all on that birthday event, given the chance.

honestly, for all the time i invested in this game, and for all the fun i had filling my friends in on the latest updates in what became fondly known amongst us all as my 'hot men game', it seems kind of harsh to only give it 2.5 stars! but at the end of the day, it was that investment that hung like a shadow over my head, for the whole year and a half that i played it. every day i played was another weight tipped onto the sunk-cost fallacy scale that i refused to admit existed. every excruciating board game event was multiple hours out of my week, all for a badge that was kind of cute, i guess (truly, the board game events were the WORST. where was the fast forward button for those?)

the writing felt like it got worse over time, too. i think it was a combination of that, plus the months of time we had in-between story updates to forget everything going on, which ultimately had me rapid-tapping through the latest story segments just to be able to log out sooner. special shout out to the absolute vibe whiplash that is episode 06-26, where rosa and artem investigate a probably murderer-inhabited abandoned archive together, except for every decrepit old room in which you discover The Horrors, you then get to walk side by side with artem down a corridor (⸝⸝๑ ̫ ๑⸝⸝⸝) and gaze at his face in the moonlight (⁄ ⁄•⁄ω⁄•⁄ ⁄) and talk about your favourite lip balms together (´∀`) right before MURDER GLASS CAGE DEATH TRAP TIME. whose idea was this. mx. writer please reveal yourself i just wanna talk-

at the end of the day, my experience with this game cemented a lot of what i feared about gacha games - that games built this way, to keep players invested in playing and paying for as long as possible, are inherently going to depreciate in quality over time. there isn't a planned structure to these stories - no balance between beginning, middle and ending. instead, there's a beginning, and then for as long as the game keeps making the company money, there'll be a plethora of middles, all drawn-out and meandering and aimless. then, when the player base dwindles and the money runs out, there'll likely be a rushed, unsatisfying conclusion. that doesn't feel like a great way to go out after a game i might've spent multiple years playing! and so i thought long and hard about this possibility, and whether i still had any desire to keep going, and then i made the unceremonious decision to delete the app and just... stop. it was pretty anticlimactic, really.

i have a lot of respect for the people who gel with gacha games! this level of commitment is admirable, especially if you're still genuinely enjoying the game after all this time. but there are just so many games out there i want to play, and being able to play them is much more attainable when i'm not in a full-time relationship with one that isn't finishable. and hey, call me traditional, but i'm quite attached to stories that have an ending. it suits me much better to be able to pay just once, and own a complete and holistic video game experience.

so thank you, tears of themis! you were a hell of a journey, and i don't regret the experience. i wish luke all the best in figuring out how to not die, and marius in growing his hair back out, and artem in taking care of his chapped lips, and vyn in whatever the hell he's up to. and, most importantly, i've still got my fingers crossed that one day, rosa will be able to complete a whole goddamn car journey without our worst friend Accident Faker trying to commit insurance fraud. you might call me delusional, but i still believe it can happen ;v;

extraordinarily fanfic-coded (affectionate)

so when i meticulously craft a cohesive outfit that I'm genuinely proud of, you fold it up and put it in a bag, but when i'm just thoughtlessly clearing out my worst stock items, that's the outfit you decide to wear straight out of the store?? you loved the zebra fedora with the purple puffer vest and neon green plaid maxi skirt enough to invite me to the local park for a photoshoot of this abomination??? someone please save me from my sins

i'm a certified 'always forgets about counters' player and am mercilessly punished for it every goddamn time

steam tells me there's a whole 1.4% of players out there who Did Not Pet The Cat. are you guys okay

minus half a star for the mox cards. what's up with those

this game had beautiful and immersive design, engaging deckbuilding and a million and one individual moments that had me gasping or cackling or straight up giddy. it also had a kind of lackluster follow-through on a plot that initially gets you so invested. it also gives you a duel disk. what a glorious experience

much gratitude to my dearest friends for being able to put up with The Person I Become while playing this game (person who thinks they know how to play bc they've watched a lot of streams)

bought this when i tested positive for covid and had to isolate for 11 days. neat for pretending i had the ability to go from one house to another, but less neat when i finished it in 4 hours

did i give up playing this game because i couldn't figure out the controls? yes.

is this still one of the greatest games on the 3ds? also yes

cosy, atmospheric, and allows you to get some sweet, sweet comeuppance on a man who punches dogs

This review contains spoilers

i'm surprised at just how much botw there is in totk.

on a technical level, the expansion upon the original game is undeniably impressive. ultrahand alone is insane - i don't even wanna know how long it took the devs to refine its mechanics.
however, a lot of the major expansions didn't really do it for me. i don't have the right kind of creativity nor the patience to experiment with ultrahand - even moreso given the constructs' bizarrely short durability - instead deriving enjoyment from seeing other people's results online. fuse was a fun way to spice up the breakable weapons, albeit a little tedious when firing arrows. especially for stubborn dumbasses like me, who played the entirety of the game wielding joycons with horrendous drift. ascend, when i finally remembered to make use of it (in the early game, i once thought i'd softlocked myself in a shrine because i forgot its existence) was my favourite of the abilities, not because it's anything exciting but because of just how practical it was. and recall, ironically, was pretty unmemorable.
traversing the skies and the underground was an exciting concept at first, but i quickly realised that most of the sky islands are copy-pasted, and exploring in total darkness is not an enjoyable video game mechanic for me. i didn't find it much engaging or inspiring when lit up, either.
and lastly, the sense of comradery you feel from having the spirits of your champion companions fight alongside you is kind of dampened when they're continuously getting in your way. tulin, in particular, was both the most useful and the most dangerous. i can't count the amount of times he remorselessly flung my spoils of war off a cliff into the abyss. hoarders everywhere are suffering under his merciless gales.

so, when you take away the new stuff, what's left? well, it's... botw again. the battle mechanics are functionally the same. you're still hunting down towers to record the map, shrines to improve your health and stamina, korok seeds to expand your inventory, and hell, you're still tracking down memories, even though you're not even an amnesiac anymore. for such a long game, this repetitiveness is kind of rough. botw was so much fun for me because everything was new, and therefore it was novel. as a sequel, totk doesn't have that advantage. you still can't even pet the dogs :^(

in amongst all of the sameness, the game still had some fun surprises in store. i really enjoyed exploring the changes they made to the already existing towns, though i still wish there were more of 'em. caves were a decent addition, with just enough differentiation between them to keep me interested. defending gerudo town was an entertaining change of pace that felt very hyrule warriors-esque. reuniting the travelling minstrels was a wonderfully charming quest. gloom hands were a horrifically delightful inclusion that traumatised me for life (gliding down onto a seemingly innocuous piece of land only for hands to erupt from underneath your feet is a -1000/10 experience, highly recommend). and of course, the first time a shooting star fell side-by-side with me was truly magical.
the additions of actual dungeons and unique bosses is also a very welcome one, despite the varying quality of results. the rito and goron dungeons were my personal highlights, while the zora dungeon was my personal 'why is this here, actually'. conversely, the goron boss was the most forgettable, while the rito and gerudo bosses were my most enthralling experiences. colgera for obvious reasons (see: giant dragon?????), and queen gibdo because, as previously established, i am a stubborn dumbass - one who refused to spend any time clearing out the additional enemies she was spawning. it made for a ridiculously chaotic battle. i was ridiculously entertained.

the last talking point i'll bring up is to do with the story, which had some very high highs and some very low lows. first and foremost: 'secret stone' is the funniest and most immersion-breaking name for a plot device i've ever heard, and boy do you hear it often. i couldn't take it seriously for the life of me.
aside from that, there are two major problems i have with the game's plot, and the first i think is caused by the game's open world nature. the ability to go wherever you like whenever you like hinders the way it presents its story, which is most prominent every time you clear a dungeon and then have to sit through the same 7 minute cutscene you've seen before, just in a slightly different font. maybe my memory of botw is simply not as fresh, but i feel like botw didn't have this problem? or if it did, it wasn't nearly as bad as this.
and then there's the memories. they're one of the more enjoyable parts of the game for me. seeing what zelda was getting up to with rauru and sonia was interesting, and the game gives you enough hints to piece together an understanding of the sacrifice zelda's made before the grand reveal. working it out is satisfying!
...as long as you're lucky enough, like me, to visit the master sword's geoglyph last. because this geoglyph doesn't just hint at the answer; it flat out tells you. it's pretty unassuming, for the most part, right up until zelda flashes back to mineru saying "to become an immortal dragon is to lose oneself". i'd be interested to hear the opinions of people who visited this geoglyph early on, because as someone who managed to figure out zelda's transformation before coming here, i'm clearly biased. but wow, does that feel so blindingly obvious. my gradual conclusion felt like a gratifying, if foreboding, journey before the final memory, but i'm not sure if it would have felt so impactful had i stumbled upon this first. at least the solution to this problem is simple: without that one line, the rest of the memory is perfectly serviceable.
my second major problem is with ganondorf. he sure is a guy who exists, huh? what an evil dude. you can't really get more muahaha-i'm-twirling-my-moustache than that. if you broke down the legend of zelda to the bare essentials, then at the end of the day, sure, it's a good defeats evil story. and i like those as much as the next guy, don't get me wrong. but that doesn't mean it couldn't have had a little more depth to its highly anticipated villain who hasn't been seen in fourteen years. i'm very happy for that one artist who finally got to make the handsome ganondorf of his dreams, though.
the best part of the story, hands down, was the final memory. watching zelda steel her resolve was heartwrenching, and the very moment where her eye transforms was absolutely breathtaking. it was devastatingly beautiful. opening your eyes to a field of silent princesses just twists that knife even deeper into your gut, and if you're anything like me, then the desperate chase of the dragon across the map immediately after finding this memory is an unforgettable experience. in that moment, there wasn't anything else on my mind other than reaching her. for me, the game was worth playing just for this.
the second best part of the story was the final final battle (see: giant dragons???????). "dive to zelda" was the most epic conclusion i could've asked for.

ultimately, totk would've been a much more amazing game for me, if only i hadn't already played botw. here's a very fun and stupid memory i have of it, though:
> me: at bottom of cliff
> cool ruins i want to explore: on top of cliff
> the intended route (a steady incline): ignored. when i want to reach something, i'll always take the most direct route. cliffs are at my mercy.
> i climb the cliff. i run towards the ruins. i freeze, because coming into view are three giant, terrifying dragon heads. they have their back to me. i am yet unnoticed.
> i decide to find a vantage point. i climb a pillar.
> i sink into the pillar. there's a click.
> the ruins open up to reveal a cave.
> i find the tunic of awakening.
and that's how i accidentally circumvented an entire sidequest.

the initial review i wrote for this game was a jumbled mess that didn't do the game any justice whatsoever. but also, god, what the hell am i meant to write that would do this game justice?? it worms its way deep into your heart and that's before it even gives you missile and from that point on you're just doomed to adore everything about it for the rest of your days. yes my GOTY is a game that came out 13 years ago what about it

This review contains spoilers

pro tip: luke can't massacre ten thousand people if you simply stop playing before you ever reach akzeriuth

SOJ's pun game is unmatched in its insanity. i want whoever came up with Rheel Neh'mu to know that i respect them more than anyone on this planet

bro this game was so tense?? they absolutely nailed this oppressive, claustrophobic atmosphere, to the point where I was reluctant to play it late at night for fear of being TOO wound up to sleep afterwards. plughole's appearances were always a breath of much needed levity for me. as a coward, maybe this is a biased experience. also, as a coward, you could not pay me to play the abyss route.

my consistent feeling of unease while playing was encouraged by my deep attachment to the cast. they were all multifaceted, carrying their own sympathetic motivations and deep-rooted flaws and personalised brands of Idol-Industry-And-Media-Representation Trauma. i didn't want any of them to be the attacker. even when i started noticing some signs of the culprit early on, i allowed myself to live in denial during the whole internet troll arc. "it can't be them", i would say, putting on my clown shoes, "because there's no way they'd avoid getting any blood on their clothes." the ultimate reveal was appropriately heartbreaking and i care them. i care them so much.

while i thoroughly enjoyed the plot and characters, the gameplay itself was a slog. i loved scrolling through phater and despairing at how tragically realistic it was, but aside from that, the communication sequences were rough, and that's coming from someone who followed a guide religiously. the pacing almost always slowed to a crawl at these points, which created this bemusing stop-and-start pace as we moved back and forth between communication sequence and traditional visual novel. given the trial and error nature of these sequences, i don't envy those determined to play the game blind.

that aside, i still believe this game is incredibly underappreciated. among the positives i've already mentioned, it's stylistically beautiful, and do-yoon is a fantastic protagonist. i might never recover from the emotional trauma <3