The Legend of Zelda: Skyward Sword HD – Review

Firstly, I’d like to provide an update on my website. I usually post weekly, however, I have had a difficult few weeks in my personal life and thus decided to take some time away from writing, I hope all readers understand. Weekly posts are expected to resume as normal from here on out! Nonetheless, let us get into the main topic of this article.

Few games I have given my firm ‘no, I’m not buying that’ stance to as much as I did to Skyward Sword HD. This was largely due to the insane prices that Nintendo charges for these ports. It is also due to my bitterness that my beloved WindWaker HD port was ignored in favour of this game. However, leading up to the release, I kept seeing advertisements and I was led into what was truly my first Zelda experience that left me completely infatuated. Anyways, here is what I thought of The Legend of Zelda: Skyward Sword HD.

Story –

I am going to be honest, I’ve never fully beaten a Zelda game outside of Breath of the Wild. This isn’t for lack of wanting to, it is just that when I was growing up I was always more of an Xbox and Playstation kinda guy. This meant I never really got to experience any Zelda games growing up. It also meant that Breath of the Wild was my first Zelda experience.

However, despite the fact I have nothing to compare and contrast it against, I can say that Skyward Sword’s Story really is fantastic. I’d say my favourite genre of games are cinematic, linear, story-driven adventures. This game quite literally ticks all those boxes, which was a surprise that I was not expecting whatsoever.

Obviously Skyward Sword keeps in line of the simple and over-done ‘go save the princess’ tagline that Nintendo loves. However, in this game, it feels like it has a lot more depth to it. With Zelda playing active roles in the story, fleshed out areas, and characters that combine to create a sense of true adventure and meaning behind what you are trying to accomplish.

A ‘save the princess’ story can never be the most amazing thing to hit the market. That being said, I’d say Skyward Sword HD, as of now, is the best iteration I have seen that has managed to make it with more depth and meaning.

Characters –

Truly, Zelda has always had great character portrayal from what I’ve experienced. That being said, once again, all I’ve really experienced is a bit of Link’s Awakening and Breath of the Wild. However, it has seemed that from the outside looking in anyways, character portrayal has always been handles well. This is the exact situation with Skyward Sword HD.

Personally, from the few Zelda games I have played, Skyward Sword’s characters and designs are the best for me. I can say characters like Zelda herself are really well fleshed out. Others such as Groose offer a lot of character and personality to the game also, with there being a few funny moments sprinkled about too. This is all combined with him especially having a redeeming side-story.

However, there is also the side-characters who do not really play much of a role in the game’s story. Characters such as Beetle and Rupin are brilliantly designed and are just bursting with really unique personality traits in how their characters interact with Link. Rupin specifically shows the passion that went into making this game truly feel like a living world filled with unique people.

That being said, one of the main complaints against characters in this game comes against Fi. She is Link’s servant, attached to his sword in his quest to stop Demise. I would have to say I agree with every complaint made against Fi. I understand she is supposed to be an emotionless spirit/robot, but that being said, it just feels awkward and annoying to listen to her repeat the same phrases over and over completely void of any personality. I can only imagine how annoying she must have been in the original version of this game where her dialogue wasn’t optional.

The World –

Obviously a big aspect of Skyward Sword is the world in which it takes place. That being Skyloft or The Surface. These two areas act in-tandem from one and other despite being completely separate in terms of what they offer to the game-play.

Skyloft acts as one of the most iconic ‘hub-worlds’ I have ever witnessed. Everything from the design, to the people, to the general atmosphere just creates a constant feeling of returning home every single time you harken back to their from your adventures elsewhere. Admittedly, there isn’t really much to do in Skyloft itself, other than the odd side-quest. However, ignoring that, it acts as a fantastic and memorable hub-world to reach the rest of the map from. That being said, it can become quite tedious to have to slowly fly to every single area of the game from Skyloft.

In terms of the rest of the game, which mostly takes place on The Surface. This area initially feels exciting at every turn, and that remains true until the end of the game. However, with a game as long as this (I finished it in around 35hours), I do think there needs to be more unique areas to traverse.

The game tries its best to freshen up each area with new challenges and changes in the environment, but usually these changes do not differ much from the original look of the environment, and in some cases (Faron Woods), they become worse for their changes by becoming flooded with immense amounts of water. Trust me, you do not want to be trying to move through a world filled with water with motion controls whilst having to accurately collect notes on a timer.

The game also introduces Silent Realm versions of each world, which are the most unnecessarily stressful sections of a game I think I have ever gone through. Ultimately, the world is vibrant and memorable, but I think for the length of the game there can be a little bit of staleness that settles in through the world progression and development later on in the story and although they attempt to freshen things up with the environment changes and aspects like Silent Realms, they never really make the experience change for the better.

Controls –

Moving onto the controls, which judging from the internet, was one of the main reasons Skyward Sword was regarded as a bit of a disliked title when it originally released on the Wii in 2011. If I was totally honest, this game would definitely be a lot more enjoyable if it had the controls of a traditional console title. However, that isn’t to say the motion controls are disgusting. They are sometimes annoying, particularly when the game forces you into an entire world of water, but they can often immersive in some cases too. For the most part though, the motion controls are bare-able, and just leave you imagining how much more enjoyable this already great game could have been had it been made with button controls in mind.

Speaking of button controls, this is something the Switch version of Skyward Sword attempted to address. The key word here being ‘attempted’. It is an incredibly difficult task to make a game designed for motion controls to work with solely button controls. This is particularly noticeable in areas of the game that have design choices such as making every encounter with an enemy a puzzle in itself, that the player has to work out through the use of guiding your weaponry through motion.

Aspects of the game such as this that are designed with motion in-mind are possible through button movements, but never really feel like a real alternative. Essentially, button controls sound good in concept, but in this game, they are completely worthless. This comes mainly due to being unable to efficiently move the camera via gyro and just design choices being designed with purely motion in-mind back in 2011. I played almost the entire game with motion controls, as buttons never felt like a real option.

Freedom Within Linearity –

This section of the article is based completely on personal preference. I understand that a lot of people prefer to have a more open-ended adventure, something akin to Breath of the Wild. However, for me, I find my mind more focused and attentive to a game that is open-ended, but still promotes linearity in its objectives.

What I am trying to say is linearity within games and clear goals promote freedom within my mind as the player. Games that have vague or optional goals, such as open-world titles are less preferred for me, and I often find it incredible difficult to ever have the motivation to finish them. I like knowing where I am going, what I am doing and everything I am doing being focused toward one particular end-goal.

As someone who had only ever really played Breath of the Wild before Skyward Sword HD, I never really considered myself a Zelda fan. I enjoyed and was blown away by Breath of the Wild, but the open-ended nature of the game never really allowed me to fully immerse myself in the story or world. Skyward Sword’s linearity addresses all these issues for me and allowed me to have a focused experience where I was fully immersed every single time I sat down to play.

It was this alone that made me realise that it isn’t that I am just ‘not a big fan of Zelda’, instead it made me realise that I just am a fan of a ‘particular’ Zelda. That being, more linear 3D Zelda games!

Boss Fights –

Boss fights in this game are memorable and never really easy the first time around. I expected a Mario level of boss difficulty with the bosses and was surely surprised. However, they are not exactly unbeatable. Almost all the bosses in Skyward Sword balance a good difficulty with beatability. Ghirahem and Demise are great ultimatum villains in particular.

However in contrast, was it REALLY necessary to fight The Imprisoned, not once, not twice, but THREE times? To make it worse, the fight just becomes a more annoying and tedious version of itself each time it occurs. It truly is was the worst experience in the entire game one of the worst experiences in the game.

Visuals –

Visually, this game obviously falters in some areas given its age and just generally some bad animation choices. These odd facial expressions can be seen a lot, but are none more obvious that whenever Fi decides to spawn satan with her signing animation. It truly is a thing of nightmares.

However, beyond that nightmare. Most of the visuals look fantastic. I think the design for Zelda is my favourite in the series, and Link looks great too, although not my favourite design of him personally. The world is bright and vibrant, and just completely bursting with life, or a lack of it through dark-toned areas.

Skyward Sword HD is one of the more cinematic Zelda games from my understanding and is definitely one of the more cinematic games I have played on the Switch. There is an endless amount of iconic scenes, one in particular for me is when Link plays the harp whilst Impa sings for the first time. This was the one scene in particular that made the hairs on my arms stand up, it was the point in the game where it finally clicked for me that ‘this’ was THE Zelda experience I had been waiting for.

For a Wii game that initially released in 2011, I personally think Skyward Sword looks great, and with it being in HD with this port, it looks even better. It is definitely the peak cinematic experience I have played through on Switch thus far.

Music –

I have never really been a fan of any music from the Legend of Zelda series. In Skyward Sword HD though, that all changed. Although there is a lot of tracks that I am not a fan of, the ones that do click with me were more than enough.

It all begins with the title screen. My first experience of this game was literally sitting moving the motion pointer in tandem with the beats of the title screen theme to the noise that your save files make. As mentioned earlier, the place you’ll visit most in the game consistently is Skyloft, and thus, it needs to have a memorable and lovable theme that never gets old. This is perfectly achieved through its theme that is heart-warming, calming and just generally amazing all round.

There isn’t just joyful themes though, how I judge a game’s music is if a track truly indulges me in the experience. If it connects me with the game I am playing. Songs in Skyward Sword HD such as the Ballad of the Goddess, and the theme of the Gate of Time are pieces of music that I think will stick with me until the day I die. These themes awakened something in me, something I don’t think I have felt since I was a child, and that is pure nostalgia, pure immersion, complete fulfilment from being in-the-moment in a game. They are bone-chilling, they are what I think of now when I think of the Legend of Zelda.

Toxic Traits of Nintendo –

With all the positives being said, and some negatives. I do think there is some things that need to be addressed regarding Nintendo, not so much Skyward Sword HD before capping off this review. This is obviously regarding some of the anti-consumer practices that cropped up through Skyward Sword HD’s release, and some Nintendo releases recently in general.

The practice of pricing with Nintendo has been a major issue. I fully think Skyward Sword HD was a full-price experience, however, when it had been available on Wii-U for €19.99 before releasing on Switch, it is easy to see why charging essentially triple the price for the same product is wrong. It also just makes no sense. How can a HD port of a Wii game cost the same as Super Mario 3D World + Bowser’s Fury? How can it cost the same as Super Mario 3D All-Stars? Where is the logic and continuation in how products are priced with Nintendo.

Also, the practice of looking features behind amiibo is wrong also. I am not talking about locking invincibility or extra-life behind amiibo, but locking fast-travel behind a figure that is not even readily available for all fans of the game shouldn’t need explaining as to why that is wrong, even if I found that a lack of fast-travel bore almost no impact upon my personal play-through of the game.

Conclusion –

Despite the obvious negative connotations that came with Skyward Sword HD, I have to admit I was wrong. I fully expected this game to leave me feeling unfulfilled and robbed, and instead, I got one of the most beautiful, complete, and immersive gaming experiences I have ever had the pleasure of going through. Not supporting Nintendo’s ridiculous practices is perfectly justified, however, for anybody sitting on the fence as to whether this game is worth the money, I can just say, take the leap of faith and you will not be disappointed.

Final Score – 9/10

Super Mario 3D World + Bowser’s Fury – Review

To end off Mario’s 35th anniversary celebrations, Nintendo had planned Super Mario 3D World to be ported from the Wii-U to the Nintendo Switch. However, the catch this time is that unlike other Wii-U ports, this one had entirely new content that looked similar to the style of gameplay from Super Mario Odyssey, or at least to me it did. In this review I’ll be going over a complete review of Super Mario 3D World, as someone who had never played the game prior. I’ll also be doing a complete review of Bowser’s Fury in attachment to this, as they are in the same cartridge after-all. This will culminate in Super Mario 3D World and Bowser’s Fury getting their own individual ratings, followed by a final rating for the bundle as a whole.

Super Mario 3D World –

As mentioned, I had never played Super Mario 3D World or Land when they came out on the Nintendo 3DS and Wii-U respectively. However, since the Switch landed in my hands, 3D World was a game I looked at fondly as someone who had never been able to give it a try, so when it was ported to Switch it was a no-brainer for me to try it out.

Porting Wii-U Games –

First up, I’d just like to clarify that I am not the biggest fan of constant porting of old-games to new hardware, especially when the release of new titles has not been up to scratch. This was certainly the case for Nintendo in 2020. However, on this occasion I shall let it slide now that almost all of the ‘good’ Wii-U games are on the Switch.

Story –

For once, 3D World does not have Mario set out on a mission to rescue Peach from Bowser. Instead, it follows Mario as he attempts to save all of the Sprixie Princesses from him as he attempts to unleash his inner furry. Yes, this story is not as good as it sounds, it is a Mario game after-all. However, does the rest of the game hold up in place of the story like is the case with most Mario games? I’d say yes.


3D x 2D Mario Combination of 3D World –

Now as a young’n, I adored New Super Mario Bros, and hey, even as an adult I have a guilty pleasure in admitting that I found New Super Mario Bros. 2 quite addictive. However, this style of game is something that has gone stale in recent years, and with 3D World adopting a lot of New Super Mario Bros.’ tropes and adapting them into a 3D landscape, I was sceptical. In the end though, it is fun and enjoyable, and despite its linearity, it offers a decent blend between something like Mario Galaxy and New Super Mario Bros.

However, it is important to note that there is plenty of aspects in the game that feel like just the same cookie-cutter New Super Mario Bros. format that we had come to expect back when this game originally released. I would say if you genuinely hated these games, and by the time New Super Mario Bros U Released, who didn’t, you will most likely find a lot of 3D World to be providing similar emotions.

Power-Ups & Different Characters –

Something that has always has its place in Mario games are power-ups. In this game there is the new additions of the double-cherry and the cat-bell. The double cherry is fun, however, not prominent or explore enough throughout the game. The cat-bell is the most common power-up in the game, hence the whole ‘fursona’ vibe that the game has going on. It is alright, enjoyable to use and can get you out of plenty of tricky situations. Other than those two power-ups though, there doesn’t seem to be anything new. The game has some older power-ups, but they are already mostly known by anybody who has ever played a Mario game.


Other than power-ups, a new way to provide a different experience is through different characters. You can obviously play as Mario, who is the most balanced of the lot, however, for some reason, lacks his triple and long jump moves, which is incredibly annoying. Luigi, who is more float-y and has a higher jump. Toad, who is small and fast yet has a pathetic jump-height. Lastly, Peach, whom is not busy being courted by Bowser this time around so she can offer her gliding abilities to aid the player throughout levels.


I appreciate the different options offered, however I really just found myself playing as Mario for the majority of the game unless another character offered a specific advantage in certain levels, which is not often the case.

Game Length and Collectors Items –

The game was actually a lot longer than I expected. In my memory, the usual length for these types of Mario games could be completed within a day. However, keep in mind I played through this game without advancing until I had collected all stamps and green stars in previous levels. There was plenty of worlds, along with a fake-out ending that reveals Bowser’s final world, which looks incredible by the way.


As well this, the change of pace from traditional levels is also supplemented by other challenges such as Captain Toad levels and the star gauntlets. Captain Toad obviously was good enough to get its own game, but I feel the star gauntlets have an idea there too for its own game, it felt similar to WarioWare, but that’s just something to note for the future potentially. So, there is plenty to do, whether that be filling in the sticker book, which is satisfying, or collecting all the green stars.


Visuals –

I am not the biggest fan of this plastic-type style that these types of Mario games go for, however 3D World looks nice with it. The worlds are often vibrant and offer some great visual satisfactory eye-candy, such as all the different colour rainbow blocks in certain hidden rooms.


Even beyond little moments of satisfaction like that, there is moments of grandeur, such as the arrival towards Bowser’s tower in the final level, which gave me Odyssey-scale vibes.

Lastly, the HUD and menus in 3D World may be simplistic but that is what makes them so gorgeous. They’re responsive, bright, and slickly laid out, and although their simple, they are beautiful nonetheless.


Music –

Personally, this game has one of the weaker soundtracks from any Mario game. There is a one or two songs I enjoy, such as the dance-remix you get from the cloud-levels, however, other than there, I really cannot think of anything that particularly stood out to me.

Post-Game –

Even after a pretty hefty length of main-game, there is still four more worlds, followed by one ultimate world that is supposed to be a lot harder than the regular game. However, to get this, you’ll need to obtain all of the green stars, all of the stamps and reach the top of every single flagpole in the game before you can travel there. So, you certainly have to be committed. Nonetheless, despite some areas of this game being obvious rehashes of recent Mario tropes from the time, these moments of extra-content that weren’t required show that this game clearly was intending to offer an efforted and complete experience for those who bought it. There is enough for 3D World to hold itself up, even without Bowser’s Fury.

Conclusion –

Super Mario 3D World was an experience that I thought I’d enjoy, and I did. There was a lot that felt similar to those cash-grab New Super Mario Bros games, however there was also a lot that felt unique and like there was genuine effort and passion put behind it, even going beyond what I had expected in the ways of content that the game offered at times. This game is very fun, simple, and offers a lot more to do than I thought there would be. It holds up on its own and to add Bowser’s Fury in with the mix is just a cherry on top of the cake. However, there is still a lot more the game could have done, but that just generally comes with the limitations of the 2D x 3D game-play that they went with.

Final Rating of Super Mario 3D World – 7/10

Bowser’s Fury –

Super Mario 3D World was obviously a welcome addition to the Switch libary, however, where this release truly caught the eye was with the addition of Bowser’s Fury included. This game turned heads for its unique approach to 3D World, as well as some weird game-play ideas and imagery teased before release such as the Super-Sayain Cat Mario versus a Godzilla-esque Bowser. So, what did I think?

Story –

The story follows Mario as he arrives in a new location, to be greeted by one of his old enemies, Bowser Jnr. Bowser Jnr. explains to Mario that his father has gone crazy and is now a giant monster, even more so than in the past. This ultimately leads to Bowser Jnr. and Mario joining forces for the first time to try and collect all the cat shines and turn Bowser back to normality.


Mario’s Partner and His Involvement –

A big quirk of almost every 3D Mario game is some sort of partner that plays their part. In Sunshine it was Fludd, in Odyssey it was Cappy and now in Bowser’s Fury it is Bowser Jnr. However, admittedly, Bowser Jnr. has almost no bearing on the actual game itself outside of a few motion-pointer interactions to get you an extra power up or something. He sometimes takes out enemies, but never efficiently enough. Really, Bowser Jnr. is more of a fan-pleaser to see these two characters joining together rather than him actually having any impact on the gameplay itself.


3D World Combined with Sandbox Mechanics –

In terms of the game-play, this is really interesting. Bowser’s Fury is a mixture between Super Mario 3D World and Super Mario Odyssey’s style of game-play in my opinion. Mario has the moves of 3D World but in a more traditionally sandbox terrain. Elements such as collecting all the stars, moons, shines or whatever they are in each sandbox Mario game is prevalent here, as each areas has a specific amount of Cat-Shines to collect in order to fully complete it.


Bowser’s Fury isn’t anything crazy, but it is a genuinely unique and interesting way to approach a sandbox Mario title.

Bowser Timer Mechanic –

Even more so than the mixture of 3D World and Odyssey’s game-play styles, the mechanic of Bowser is the most obvious and interesting mechanic in the game. Every now and then Bowser will appear from his shell in rather dramatic fashion, which is sure to get your heart racing just that little bit more. This often led to me having to abandon what I was doing in an attempt to avoid him until he calmed down, attack him, or find a quick shine in order to make him retreat.


Bowser appearing every few minutes is odd, and takes some getting used to especially after years of Mario games that encourage you to take your time in areas. However, it really is one of the most unique and interesting ideas Mario has had, and hey, Bowser looks unbelievably good.

Length and Content –

Bowser’s Fury is obviously a side-game. It is a bonus. Thus, this game isn’t that long. Most shines are easily found and follow same-y tropes of older shines in the game. There are a total of 100 Cat Shines to collect across multiple different areas, which for a side-game really blew me away. This game could be finished in quick succession if you really wanted to, but for a bonus, it blew me away just how fleshed out and complete this game felt on its own, it was truly a shock.

Conclusion –

Bowser’s Fury is a short but shockingly fleshed out and full experience. I am still shocked that a bonus of this quality was just that, a bonus. This shows what should be made of ports, when extra content goes the extra mile like Bowser’s Fury did it validates the reinvigorated €60 price tag on a port of an old game.

Final Rating of Bowser’s Fury – 7.5/10

Final Thoughts on Super Mario 3D World + Bowser’s Fury

So, did Super Mario 3D World + Bowser’s Fury disappoint? No, far from it. It was the exact sort of experience I expected, that being an obviously fun game that I knew I’d enjoy all the way to the end. Price tags are usually a point of argument for ports, however Bowser’s Fury is so fleshed out and fresh that it validates a full price on a port of a Wii-U game. This game further hammers home the Nintendo Switch as the definitive console for Mario games.

Final Rating of Super Mario 3D World + Bowser’s Fury – 7.5/10

Luigi’s Mansion 3 – Review

As is a common trend among a lot of games I review, this was my first time entering the Luigi’s Mansion series of games. I was initially sold on this game the minute I saw it, with the stunning animations and visuals something that majorly tickled my fancy. However, I just never got around to getting the game until 2020, so, here is my slightly late review of Luigi’s Mansion 3.

Story –

The story in any Mario-character-related game is not one that is ever crazy in-depth, but nonetheless, I will summarise it. This game follows Luigi and his usual gang, of Mario, Peach and two Toads, as they take a holiday to a hotel. Obviously, this hotel is haunted by an evil Madame ghost, as well as a number of other personalised ghosts. Mario and Co. have been frozen into paintings, and it is down to Luigi, with the assistance of Professor E. Gadd to rise through the levels of the of the hotel saving his friends one by one along the way.


Graphics, Details and Animations –

Luigi’s Mansion 3 has to be easily one of the best looking games on the Nintendo Switch. The animations that have been put into every single aspect of this game are some of the most satisfying and detailed I have witnessed in a game, let alone a game on the Switch. The levels of detail put into every setting is incredible, ranging from general hotel-settings, shopping malls, to even a God of War 3 Hades’ Chamber-type vibe.


Graphically as mentioned with animations, this game is at the top of the food chain. I really cannot think of many Switch games that reach this level of polish visually. Luigi’s Mansion 3 saves no expense when it comes to the visual eye-candy on offer. These graphics are obviously complimented by what I had just mentioned with the environments and animations.


Controls –

In most circumstances, this game controls fine, but there is a number of instances where it is a complete pain, especially if you are playing with a controller for the most part, like I was. On so many occasions I found myself perplexed by the odd hand movements and shapes that I was forced to put myself in, just to catch the ghosts or shine the torch at times. I am not sure how this could have been improved, but at times this feels like a game that was ported to the Switch with them doing the best they could with the control-scheme for another console, rather than a game being specifically made for Switch control options in mind.

Puzzles and Game-Play Elements –

The puzzles are a downside to a game like this. This is a personal preference but I am the type of person who is easily deterred and bored when it comes to puzzles and unseen things. With Luigi’s Mansion 3, the puzzles and other aspects of certain areas are often completely unseen and do little to remind you of your abilities or traits that you have at your disposal for certain abilities.

Collecthathon –

Luigi’s Mansion 3 is a bit of a collectathon, and providing collectables to try and hunt down on every floor of the mansion. Such as the basement floor’s gems for example.


However, as you’ll see mentioned throughout this piece, I struggle to really 100% Nintendo games and collect everything the game has to offer, due to the lack of a reward system. Why should I collect every film tape or whatever each floor’s collectable is? What is there to earn as a result? I rarely care about fully beating games unless there is a trophy or achievement system in-place attached to my account that drives me beyond just finishing the game.

However, it is important to keep in mind that if this does not matter for you, then there is a decent amount to collect throughout the game to keep your mind occupied.

Ghosts –

Obviously when it comes to Luigi’s Mansion the ghosts are a big part. However, despite there being plenty of encounters, they do feel somewhat sparse throughout the game. Most of my time was felt spent more so just travelling around floors and observing different settings, with the occasional ghost-attack from somewhere in between the boss battles.

Mentioning boss battles, they are unique. My personal favourite is less of a traditional boss battle in the sense that the ghost himself isn’t the boss, but rather he has you take place in his film. I just loved everything about this boss specifically.

Luigi's Mansion 3 gelöst: So fangt ihr alle Geister! | GAMEZ


Difficulty –

Difficulty is actually here in this game surprisingly, with the puzzles not being obvious whatsoever and the fights all requiring different strategies and approaches to win. This isn’t to say you’ll be dying over and over though, as money is easy to come by, and a result, so are the bones that can revive you if you were to ever have the rare event of actually dying, which is even rarer due to how many hearts are laying around the actual mansion for you to take advantage of if you ever do manage to get low health.

Length –

Despite not being that long of a game, popping in at around 10 hours to finish the main story. I have to admit, I did find Luigi’s Mansion 3 to become quite the drag to get through. I’m not sure what it was really, as each floor was interesting, the animations and general gameplay was enough to maintain interest, yet for some reason, about half-way in, I found myself almost forcing myself to get through the second-half of the game.

If I had to try and chalk it down to something, I suppose the game just isn’t very compelling? I mean this in the lightest way possible but generally there wasn’t really anything that I desperately needed to come back to, to ensure that I got the full experience. I think this is an issue with a lot of Nintendo games sadly. I’ve mentioned in previous articles how a lack of a trophy or gamerscore-type system on the Switch does take a little away from the motivation and incentive to continue to play games. It almost takes away the reward and progression factor from them.

Conclusion –

Luigi’s Mansion 3 is a game that all Switch owners should experience, due to the incredible level of detail and effort put into it, which is front and centre. However, it is a bit of a repetitive drag that did become a chore to return to with little incentive to continue playing with the gameplay loop not really being that rewarding.

Final Rating – 7/10

Pokemon Mystery Dungeon Rescue Team DX – Review

Pokemon Mystery Dungeon DX is a remake of the original Pokemon Mystery Dungeon Red & Blue Rescue Team games. These games where originally released on Gameboy Advance, so I was keen to see how they’d adapt the titles for a modern console.

The game was released last month, selling over 1.2 million copies as of March 31st 2020. In this short review, I will cover all the areas of the game.

The Gameplay –

The gameplay is probably the most important thing when it comes to a game, as Reggie Fils-Aime once said, “If it isn’t fun, why bother?”. Mystery Dungeon is fun, yes, but only for people who like dungeon crawlers.

Overall it can be quite the drag, and that’s coming from me, someone who quite enjoys monotonous and repeated gameplay. If you like dungeon crawlers and Pokemon, then I would highly recommend this game for you. You should have potentially hundreds of hours worth of a game on your hands.

Pokemon Animations & Art-Style –

One thing that stood out when Mystery Dungeon DX was first announced was the clear shift in art-style. The solid models with a moving texture, similar to how Chowder on Cartoon Network all those years ago was chosen to be animated, was a clear shift in appearance for the Mystery Dungeon series.

For me, it can be good at times, and then at other times look awful. This is especially visible with certain Pokemon and how they have to be animated to fit into the art-style of the game. I am sure you’ve all seen Ekans by now if you’re bothering to read this.

Pokemon Mystery Dungeon DX | Wish Cave - How To Recruit Jirachi - GameWith


The best thing design-wise in the game is the backgrounds that are chosen for your camps and the little digitalised sprites that your Pokemon have in your camps. I am a sucker for some HD sprite work and it looks amazing in this game. In general however, the art-style can be hit or miss, as shown previously, it fails with some Pokemon and as seen below, succeeds with others.

Pokémon Mystery Dungeon Rescue Team DX gets a demo on Nintendo Switch – HITC


Humanising of Pokemon

Despite the art-style of the game being dodgy at times, there is one thing I cannot fault. The game’s ability to portray a clear personality onto the Pokemon, which I suppose would be a major catastrophe if you made a Mystery Dungeon game where the Pokemon themselves were as dead as a door-nail.

Mystery Dungeon, and especially DX, has some of the best ability when it comes to giving Pokemon personalities and almost humanising them. It was brilliantly done in DX.

Pokemon Mystery Dungeon Rescue Team DX: How to Get Through Sky Tower and  Beat the Rayquaza Final Boss Fight | USgamer


Music

Something I always judge with games is the music, and the music in these games (and yes I know the songs are from the older games) is odd. You’ll see what I mean when you’re an hour into a dungeon and you’ve heard the same twangy, repetitive track play for the 500th time back to back.

However, there is some good music, such as the music for your base area and the town. This music is repeating constantly, yet never feels to overstay its welcome. Music in this game can range from brilliant to almost insanity-inducing.

Areas in Which the Game Falls Short –

More pressing issues with the games can be the lack of clear additions from the original. I know it is a remaster of the old games, so not much will be expected to change. However, even some new gameplay mechanics or refining the tedious nature of some mechanics would have been appreciated. Despite it being an HD Switch title, it can feel like it is still stuck in the Gameboy Advance era at times.

The biggest problem for me is this sense of not rewarding your players for putting the time into the game. You can spend upwards of two hours traversing a dungeon or trying to get a certain Pokemon, only for it to be for nothing as there are no guarantees they will join your team. Yes, there are mechanics that make the chance very likely, but not likely enough. So at times, all your effort can feel like it was for nothing. Especially with how the game has implemented its mechanics to almost ploy against the objective of the players of their game at times.

Conclusion –

Overall, Mystery Dungeon DX is a pleasant remake. However, a lot of complaints and issues with gameplay from the original are still present and unrefined. Despite the improved visuals, it definitely does not feel like a Switch title, and is more in comparison to the original Gameboy Advance title.

With little-to-no new features or improvements from the original titles. If you enjoy dungeon crawlers with hundreds of hours of gameplay, you will like this game. As an avid Pokemon fan, you will more than likely enjoy this game. But if you are neither of these things, I can almost guarantee you will have a boring and tedious experience.

Final Score – 7/10

Top 5 Best Games of the Last Generation

Since 2013 when the PS4 and Xbox One released, there has been plenty of stellar titles that have released, and with the next generation of consoles seeming to be on the horizon, now is a more appropriate time than ever to go through what I felt the top ten best games of the last generation of games has been. Many of these games I have already reviewed in detail, so this will be a general listing, with a brief description on each title.

5 – Animal Crossing: New Horizons (Nintendo Switch)

Animal Crossing: New Horizons — The ultimate guide | iMore


When it comes to games that have had the perfect release time, there are few that had it more strategically perfect that Animal Crossing: New Horizons. Releasing during a pandemic when the world is in tatters, Animal Crossing was one of the gaming highlights of not just 2020, but for my general life.

With it being my first Animal Crossing game, I can say confidently that few games will ever replicate that feeling I had in my first few days playing New Horizons. It is a delightful game that is just fun to exist in, it can take you away for hours on-end from the harsh reality of the real world.

4 – Spider-Man (PS4)

Spiderman PS4: Game Audio Review - The Sound Architect


One of my most anticipated games, being a huge Spider-Man fan, was his release on PS4. This game was one of the few games that I went to the effort of 100% completing. With a brilliant storyline and one of the best iterations of Peter Parker, Spider-Man was a game that was just the encapsulation of what fun and excitement is supposed to feel like.

3 – The Legend of Zelda: Breath of the Wild (Nintendo Switch)

The Legend of Zelda: Breath of the Wild | Nintendo Switch | Games | Nintendo


Few games define a genre completely, but Breath of the Wild did it. Despite not being the biggest Zelda fan, Breath of the Wild was one of the games in my lifetime which has genuinely blown me away with the level of detail and wonder surrounding it.

The open-world genre can never be the same after the standard that Breath of the Wild set. The world genuinely felt alive and without offering any incentive or push, made the player feel keen to want to explore every inch of Hyrule.

2 – The Last of Us Part II (PS4)

Ellie, video game characters, video game art, video game girls, PlayStation  3, PlayStation 4, PlayStation, The Last of Us, The Last of Us 2 | 1920x1080  Wallpaper - wallhaven.cc

Rather controversially, the sequel to The Last of Us lands at number two in my list. I have written a lengthy review of this game on my blog, but in short, the story, combined with the new standards set in immersion and detail, broke my ability to play other games for several weeks. I was left feeling completely empty and lost when I finished this game, and that is something that is a rare feeling.

1 – God of War (PS4)

God of War Patch Adds Photo Mode, Increases Text Size | Technology News


Coming in at the number one spot is an emphatic top place winner. God of War was one of the most high-effort and ambitious games I have ever witnessed. The whole background surrounding the title, as well as the levels of change that were implemented, such as going for the one-shot approach for the entire game with no loading screens, and the complete reinvention of Kratos and the usually expected formula of God of War was something which seemed a big risk, however, it paid off in spades producing one of the greatest works of art ever made.

Conclusion –

So there you have it, as I said, I have in-depth reviews for almost all of the games mentioned in this list, which is why I do not go into incredible detail for each game. For games that lack a review from myself, I will be working on reviews for them down the line.

An honourable mention needs to be given to some other games that I felt were incredible, but sadly didn’t make it into my top five, these include games like: Undertale, Stardew Valley, Persona 5, Celeste and Super Mario Odyssey, which all very well could have made it into this list on another day.

This has been an incredible generation of games, with standards bursting through the roof in so many areas and genres, and it will be interesting to see how the next generation can improve upon already such high standards.

Super Mario 3D All-Stars – Review

The biggest talking point in the Nintendo community for the last year has been the mystical atmosphere surrounding a collection of all of Mario’s biggest 3D outings, and when that 35th anniversary direct dropped proving its existence, it was like Jesus rising again. Though there is a lot of positives regarding the collection, there is also a number of negatives. In this long-winded review, I will be going over all three games, giving each their own specific review and rating, and then finishing up with a final review of them in context of the collection as a whole, with what I would rate the collection and my thoughts on it. Anyways, let us begin back in the era of ‘totally radical dude…’, the 90’s with Super Mario 64.

Super Mario 64 –

Title Theme - Super Mario 64 - YouTube


Super Mario 64 is a game that inspired what could be seen as all of the major releases in the modern day, through its revolutionary 3D gameplay. However, despite being seen as one of the best games of all-time, it obviously does have flaws that come with age and general being the first of a long-line of 3D platformers. Keep in mind, despite me being familiar with 64, I had never played the original until this Switch release.

Controls and Gameplay –

Of course, Mario 64 is known for its tight controls and acrobatic ability in giving the players freedom to find innovative ways to get around the worlds. Mario is arguably more fluid and tightly controlled than any other romp he has had in recent memory, despite the game’s old age.

I do think the controls and tightness go out the window when it comes to the water levels. These are an abomination, a true work of evil. The lack of detailed control over where Mario moves is something evil enough to drive even the most patient players insane.

Dire, Dire Docks - Super Mario Wiki, the Mario encyclopedia


Elsewhere, the camera also doesn’t render itself any favours when it comes to combining with the precise movement and jumps that is needed throughout the game. Of course, it works, but it is obvious why players were given full control of the camera in later titles, with the camera of 64 being responsible for a-many-o-deaths.

In handheld, the game works perfectly fine, and is a glimpse into what the DS remake of Mario 64 could have played like, however, I personally will always prefer to sit down and play Mario 64 on a TV with a controller in-hand.

Music –

Out of any of the Mario games, and just gaming in general, I don’t there is a game that has managed to make every track as universally recognisable as Mario 64. Tracks such as ‘Slide’, which you can listen to via this link: https://www.youtube.com/watch?v=_sG5YwPtetk, had me whistling along despite the tedious nature of the auto-scrolling carpet. As well as this, upon booting up the game the emotions took over, as despite not playing the original 64, I did grow up with the DS version which kept many of the original tracks. The atmosphere of this game combined with the music is something that many should treasure, as even the water levels are compositional masterpieces.

Visuals and Graphics –

Of course this is an area of struggle, but for a game made in the 90’s, I have to say, Mario 64 looks fantastic and vibrant even still, in the modern day.

Super Mario 64 smoke glitch uncovered, fixed with a single line of code


Obviously there is a lot of lacking textures and blurriness for certain textures, but in general, looking at the time in which 64 came out and comparing it to other games of the time or even games released a few years after it, it was a top graphical revel of its time.

Tall, Tall Mountain | Nintendo | Fandom


Difficulty –

In Mario 64, many may quickly latch to the easiness of the game, but trust me, you have not struggled with life until you have managed to do Tick Tock Clock.

There is large gaps in difficulty. Such as the star atop of the Snowman’s head. Without the discovery of the ability to stand on the penguin’s head, I am almost certain that this star would have resulted with the Switch being smashed.

Snowman's Big Head - Super Mario Wiki, the Mario encyclopedia


In comparison then you have stars like the one where you are required to beat Wriggler. He takes three hits and I seriously am unsure what to tell you if you’re struggling with beating this oversized caterpillar for this star.

Super Mario 64 Walkthrough: 13-6 Make Wiggler Squirm - YouTube


In general, these stars, amongst many others show the vast difficulty gaps that exist within Mario 64. I could go on forever about the easy stars against the painfully tedious and difficult ones, but if you have played 64 then you know which ones I am talking about already.

Iconicacy

Yes, I am aware I based an entire section on an imaginary word, but I feel this is important to consider when evaluating just how good Mario 64 is. Genuinely, I personally do not think there is a game out there with as many memorable, identifiable and iconic moments and visuals as Mario 64. Each world is vividly stamped into your mind once you finish this game, and they are something you will never forget, whether that be for the better or the worse.

Along with that, as I said, the music in the game combined with the areas and visuals is something which adds to the memories that get etched into your mind as the player. They bring life and urgency to these worlds and make them all the more vivid not just in the short term but also the long-term.

Despite not being the best Mario game in many respects, I do not think that any Mario game even in recent time will ever be able to match the level of iconic power that Mario 64 held and still holds today. It seems like every section of the game is instantly re-countable for everyone who has played Mario 64. This is all spite in losing the most iconic Mario moment of all-time, with gay Bowser now coming out as bisexual in the last two-decades.

Top 10 Final Bosses in Mario | Mario Amino


Where Super Mario 64 Could Improve?

Of course the movement could be a little more precise when turning. The camera could be majorly revamped and improved in the modern-day to make the platforming an almost flawless experience also. Along with these points, the graphical dating of many textures in the world of 64 began to show their age a long time ago, so they could also be improved and updated. Lastly, the large spikes in difficulty between stars and the pure tedious nature of falling and having to start from scratch for 100 coins in courses like Tick-Tock-Clock, for example, could be more streamlined or at least kept in balance with the difficulty of the rest of the game.

Does Mario 64 Hold-Up and Final Thoughts –

Rather surprisingly for me, yes, Mario 64 held up pretty well. There have been few games I have played in recent years that have allowed me to sit down for multiple hours and completely shut off from the rest of the world and be completely engulfed in my screen. Despite some things that have aged with time, Mario 64 shows why it was one of the revolutionary turning points in gaming, and why it remains such an iconic and enjoyable experience even in the modern day.

Cake - Super Mario Wiki, the Mario encyclopedia


Final Rating of Super Mario 64 – 8.5/10

Super Mario Sunshine

Title Theme - Super Mario Sunshine - YouTube


Often seen as both the best and the worst Mario game ever-made, you can be forgiven for being on either side of the coin when it comes to Mario 64’s follow-up title. However, warnings ahead for my thoughts on this cult-classic for many, as I had not played it prior to this collection and it was probably the Mario game that I have had the least amount of prior knowledge of going into a play-through, so really, I had no idea what to expect. However, being the follow-up act to Mario 64 was always going to be a difficult challenge for Nintendo, so, how did they do?

Controls and Gameplay –

The major gimmick of Mario Sunshine is probably the least-Mario-ish idea we will ever see, that being the sentient water-sprayer, Fludd. For me, Fludd took some getting used to, with me initially not liking the addition of the device and not enjoying the movement using it. However, over time, you get used to having it and using its capabilities become second nature. So, overall I think Fludd is a more of a positive addition to Sunshine than a negative, although it majorly transforms and detracts from what players would come to expect from a traditional Mario 3D platformer.

Super Mario Sunshine 2: Will we ever get a sequel?


Very early on when I started Sunshine, one of the first negatives I noticed was the lack of one of the most important moves from Mario 64, that being the long jump. This is what I was speaking of when it comes to what the addition of Fludd detracts from a Mario platformer. Some moves just get completely scrapped or feel odd when Fludd is the mainline mode of platforming traversal.

In general, Mario feels a lot lighter and slippery to move around in this game in comparison to the often weighted and tight parkour movement of Mario in 64. This can often be a positive but it is something of pure hell when playing in the secret stages. Mario is slippy and it becomes so easy to just casually slide off an edge into the abyss or accidentally run off a cramped platform.

Red Coins in the Yoshi-Go-Round - Super Mario Wiki, the Mario encyclopedia


Also, in comparison to 64, I actually found myself playing Sunshine in handheld mode on the Switch more so than in docked mode. However, this is usually the case for me, I tend to play games I am not enjoying as much in handheld mode whilst I have something else on in the background on the TV. Although yes, Sunshine works perfectly in handheld mode and feels great otherwise.

Also as a slight nit-pick, the frame rate dipped for me a handful of times when moving through Delfino Plaza, however that is not a major issue.

Music –

Of course, it doesn’t matter how much I may dislike a Mario game, the music will always be stellar, and with Sunshine it is no different. Tracks such as the music to Noki Bay, ignite a sense of nostalgia and just immersion into a nicer and more kind world that is far from the reality of the real world, you can listen to the track via this link: https://www.youtube.com/watch?v=HqY0FnkqD98. Amongst this track there is many more memorable songs that sooth the often tedious and cruel nature of the game, such as the music to the secret levels, which is just so charming and soothing in a situation where many are sure to be up in arms in pure anger.

Visuals and Graphics –

Graphically Mario Sunshine blew me away with how it looked for a game released in 2002. Despite being revamped to fit HD, it looked absolutely incredible. In so many ways, you could be forgiven for taking Mario Sunshine as a modern game.

Some examples of the incredible displays and visuals came with the model for Princess Peach, which is arguably as crisp and detailed as the Toadstool princess has ever been.

Super Mario Sunshine - The Movie (All Cutscenes) - YouTube


As well as this, the general aesthetics of many of the areas in Sunshine are just incredible. A personal favourite of mine was the background visuals of the secret level based on Yoshi’s Island.

The Yoshi-Go-Round's Secret - Super Mario Wiki, the Mario encyclopedia


Lastly, the aesthetic of Sunshine is something I can appreciate. All the levels are visible from each other regardless of where you are, and despite the fact that this can make all the levels feel same in their visual design, I can still appreciate the attempt to make Isle Delfino feel and look like a legitimate place.

Difficulty –

As hinted at throughout this review, Mario Sunshine is easily the most tedious, annoying and most unbearable Mario game for me. There are many reasons for this opinion.

Levels such as the secret levels, most notably the secret level near the beginning of the game where you need to move on a diagonally rotating cube multiple times, combined with the slippy and sudden nature of Mario’s movement left me needing about 20 tries to complete it. On top of this, the boot-out system makes the situation all the more frustrating due to the low amount of lives and the high amount of attempts these levels take.

Super Mario Sunshine Game Over (White Screen) - YouTube


In terms of actual non-secret objectives, the Watermelon festival is well known for being one of the more tedious objectives. I moved two melons before realising the one I was supposed to be going for was atop the cliff. This didn’t take me many tries, but it was tedious, frustrating and just plain un-fun.

The Watermelon Festival - Super Mario Wiki, the Mario encyclopedia


This is a trend in a lot of Mario Sunshine’s objectives in comparison to other 3D Mario games, and that is their often long-length and tedious nature. Mario objectives are at their best when they are swift and enjoyable, but it feels the exact opposite to this in Sunshine. This left me feeling like the game was a massive slog to get through. rather than eagerly looking forward to the next objective.

Iconicacy –

Of course Mario Sunshine will always be iconic, it is a Mario game after all. However, in comparison to games like 64 and Galaxy, I feel the collection of people who remember every detail of Sunshine and adore it are a lot more niche and tight-night than those of the aforementioned titles.

Sunshine is iconic, as Mario is iconic, but for me it doesn’t come close in any area to the title that it followed-up or the title that it came before.

Where Could Super Mario Sunshine Improve –

Mario Sunshine does a lot right, and I still enjoyed many parts of it, however there are some major glaring issues that made the game unenjoyable for me on a personal level.

The tedious missions that are spread out throughout the levels can feel like an attempt to pad out the play-time. Missions are often incredible long in comparison to 64 and that combined with the annoying and frustrating nature of many can make them feel like more of a chore than a fun time. I think making the shine sprites more reasonably obtainable and swift to get would make the game all-round more enjoyable.

As well as this, the game offers incredibly high difficulty spikes. There are moments of gameplay that are nothing short of cruel, such as the sand-bird or as I mentioned, the Watermelon festival. These are bad enough to begin with, but combined with a boot-out system can make them all the more annoying and unforgiving. I think that a more consistent basis for objectives and levels, combined with somehow eliminating the boot-out system in many instances would make this far more enjoyable.

The Sand Bird level from Super Mario Sunshine : nostalgia


One of the big things for me that dulled my experience was the lack of a streamlined traversal or tracking system. In Mario 64, you know what is a level and what isn’t. All levels are paintings, so it is down to you to identify the paintings, however in Sunshine it can become unclear where to go and what to do next with all level launching areas being different in appearance and not available to you at consistent spreads of time. I think making all level launchers look the same or generally have the same visual style would make them a lot more easily identifiable and thus making it easier to determine where the next objective is to be.

Super Mario 3D All-Stars: How to unlock all worlds in Super Mario Sunshine  | iMore


Does Mario Sunshine Hold-Up and Final Thoughts –

Visually yes, it does hold up in the modern day. In many other areas though, such as the points mentioned in my previous section, a game like Sunshine is clear to see why it may have been for a more niche gamer back in the day and why it is seen as more of a cult-game than a beloved classic for everybody even now.

Sunshine tried something wacky and new, and for that, I can and will always respect that move to take risks and not stay within your comfort zone. Personally, despite this respect I have for the guts to take a risk, I found the game to be more tedious and annoying than enjoyable and fun. Mario Sunshine feels nothing like what a traditional 3D Mario platformer would be expected to feel like. Although, I can also see why many would love Sunshine and regard it as their favourite Mario game, me really not liking the title is just my personally preference.

Completion - Super Mario Wiki, the Mario encyclopedia


Final Score of Super Mario Sunshine – 7/10

Super Mario Galaxy –


Mario Galaxy, despite being one of the more linear 3D Mario titles in the sense of the missions being a straightforward guide of getting from the beginning to the end, is still incredibly unique. The general idea of Mario being in space with all of these random and completely unique galaxies and planets has a brilliant set-up for endless possibilities in terms of what could be done. This is obvious considering the developers had so many ideas with this concept that they had to go and make a sequel just to fit them all into games. In this last section of my review of the three titles in Mario 3D Allstars, I’ll be going over what I thought of every area of Super Mario Galaxy.

Controls and Gameplay –

There are a number of components when it comes to controls and gameplay mechanics that I was unsure of how they would be adapted to the Switch from the Wii, despite the Switch also being capable of motion controls. These fears in some ways were fully realised whilst playing the game and in many other ways, completely soothed.

In terms of the controls, Mario generally feels just like he did in the Wii version, whether that is for the better or for the worse is up to you to decide. However, there are a number of buggy, finicky and annoying elements to Mario’s movement in Galaxy.

In Galaxy, Mario is probably the most sluggish feeling he has ever felt. This is largely down to the concept of gravity within Galaxy, however it still does leave me keening for the swift and nimble movement of Mario in 64. In Galaxy it is a lot harder to get speed, height or for example, with the sidewards jump, a long distance.

When in a spherical domain, Mario can often get caught in a loop where the rotation of the area he is in doesn’t match the direction that the analog on the joy-con is pointing. This can lead to aimless movement around the area or in some cases, Mario getting caught in a sudden loop of movement.

Does anyone know if its possible to make like small spheres which have  gravity so you can walk on them like in super mario galaxy? : PS4Dreams


Something which is a major issue and probably the biggest issue for me that is exclusive to the Switch version of Galaxy is the fact that the pointer just does not work. This is a weird one as I have seen almost next to nobody complain about this. In Galaxy, the pointer for the right joy-con is just as involved as the left, however, with a lack of a Wii sensor bar to centre itself to, the pointer is incredibly easily thrown off-centre and will require almost constant recalibration by turning the joy-con on and off again (a.k.a, docking and undocking the joy-con). This takes away from a lot of the fluidity and enjoyment that comes with playing Galaxy, although I assume for many, it is something you learn to accept and get over.

In handheld mode, unlike the previous two entries, Galaxy falls flat. Galaxy is almost completely unenjoyable in handheld mode, due to the pointer and collection of starbits being left to the player’s hand in tapping the screen. Not only will this lead to a smudged screen, but also it requires you to take your hand off of the Switch to collect the starbits and interact with the pointer. I was always unsure how Galaxy would convert to handheld, and I can be certain that I was right when I thought it would detract massively from the experience in order to make it work.

Music –

The entrance music in Galaxy is always something that holds a strong meaning for me. That moment you slam down on that first-planet and you see the universe ahead of you is something that creates a special type of aura. Along with this, the music in Galaxy is a bombastic orchestra, showing a sense of epicness and grandeur to the world of Galaxy.

Visuals and Graphics –

Mario Galaxy is a game that could stand for a modern release, especially with the new crisp updated HD visuals. The general vibe and aesthetic of Galaxy is one of immense calmness and often coldness. The viewing of the endless void in the distance of a never-ending space is something that creates a sense of wonder but also an eerie feeling of the unknown.

HD wallpaper: Super Mario, Galaxy, Space, Game | Wallpaper Flare


In terms of Mario himself, he looks a bit more odd than I remember him. For some reason he looks like his mouth is constantly filled with water and that his cheeks and chin are made out of exclusively cellulite, not sure if this is how it was in the original release, but something I noticed nonetheless.


Although not mentioned in the other games, I do think it is important to mention the stars from Galaxy too. I feel they are the most satisfying they have ever looked. And despite this being a random thought that holds no substance, I found myself wanting to eat them due to their buttery/caramel design.


Difficulty –

As I said, in comparison to 64 and Sunshine, Galaxy is a lot more forgiving to the player. Plenty of time to move around, combined with plenty of lives, combined AGAIN with respawning at appropriate areas rather than being resorted to a boot-out all lead for a generally more comfortable and relaxing experience.

However, Galaxy does have its janky moments too, such as the ball level that requires you to snap your wrist with whiplash in an attempt to halt the ball from falling off the cliff.


Iconicacy –

In terms of iconicacy, Mario Galaxy has its spot cemented in history. However for me, on a personal, biased note, Mario Galaxy 2 will always be the more memorable of the two. As this is the last entry in this review, I think it is appropriate to mention where I think these games rank in their level of iconicacy.

At the top of the pile by a long-shot is Super Mario 64, as I said in my original review of that game, never has there been a game that broke the barriers and conventions as much as 64 did, as well as that, the music, style and visuals from the game are something that is almost recognisable by any gamer on the planet. This in comparison to other titles like Galaxy and Sunshine, despite having their memorable moments, do not even come close. After 64 is Galaxy, which has all its praise laid out online by every single video-game lover on the planet. Lastly, Sunshine. Not to say it doesn’t have memorable moments, but Sunshine for me always struck me as a more cult-classic and niche title than 64 and Galaxy.

Where Could Super Mario Galaxy Improve?

Mentioning where Galaxy could improve is futile as Galaxy 2 improved and solved almost every single issue or short-coming that the original title may have had. So, in general, the perfect answer for where Super Mario Galaxy could improve is… buy Mario Galaxy 2. This isn’t to say Galaxy is bad, if anything it just shows how incredibly mind-blowing the sequel is.

As for the Switch version of the game, controls is the main problem. As I said, sphere movement is an issue, as well as the centralisation of the pointer on-screen. I am not sure how to rectify these issues as I personally never really expected Galaxy to work on anything except a Wii anyways. But regardless, these are problems and things that would need improvement if they were to bring Galaxy 2 onto the Switch at some point, which I am sure they will.

Does Super Mario Galaxy Hold-Up and Final Thoughts –

Yes, yes, yes, one-billion percent Mario Galaxy holds up today. I have done my best to explain how incredibly calming and enjoyable this game is to play, amongst the abundance of objectives, stars and galaxies to explore. If you are yet to play Galaxy then do yourself a favour and stop depriving yourself.

In conclusion, Galaxy is an almost flawless game, however the Switch entry does provide a few major annoyances when it comes to the controls. Either-way, if you can look past the shortcomings in the controls on the Switch, Galaxy is still just as good as it was when it released over a decade ago.

Super Mario Galaxy Contains the Series' Most Tragic Story | CBR


Final Score of Super Mario Galaxy – 9/10

My Final Thoughts on Super Mario 3D Allstars as a Collection –

There is not much to complain about when it comes to what can be regarded as three of the most popular and enjoyed games of all-time. If you are looking for hours of fun to take you away from the terrible world we live in today, then this collection is perfect. The price of €60 may seem hefty to many, but for me, Nintendo could have easily sold these three games separately and people would have still bought them, so I am glad that something that once seemed like a far-off rumour was able to exist physically in my hands.

Obviously, the collection would have been perfected if it had been remakes of the three games, rather than just upscaled ports, but sometimes in life not everything can be the ideal version of what you would want. I too would have adored remakes of these three games, but my want for remakes does not detract from my enjoyment of playing the originals.

Final Score of the Super Mario 3D Allstars – 8.5/10

The Switch’s Pricing Problem

Nintendo is often known as the consumer-friendly company when it comes to the gaming world. However, there are a number of areas where their practices are questionable. Since the Switch’s launch, one area of fault has become ever-more prevalent, that being the pricing of their products and the Switch’s Pricing in general. Whether it be the console itself, the games, accessories or even faulty hardware. Somehow, you’ll find yourself paying a pretty penny if you decide to purchase a Nintendo Switch to get the best experience. In this short piece, I’ll be going over the problems with Nintendo’s pricing in recent years.

The Switch Unit Itself –

The most important part of the Switch’s bundles is, of course, the console itself. The hardware at a base, at least in my country, comes in usually between €320-€350 depending on where you buy from. This is incredibly high, and despite its unique and innovative features in combining handheld play with docked play, it does not seem to justify the pricing. The console itself caps out at 720p when in handheld mode and 1080p when docked, along with shoddy controllers, flimsy accessories and embarrassing battery life and console space.

Picture 1

(Image source: Nintendo)

Compare this to other consoles such as the PS4 or Xbox One who can run higher-quality games at a better resolution for almost half the price and it begs the question of how can Nintendo justify a €350 price-point? This is all without even beginning to get into the Switch Lite, which comes without a dock, or detachable controls, comes in at another hefty price-point of €230. Despite being lower priced, it still costs more than an original hardware PS4 or Xbox One.

The Games –

Despite Nintendo having some of the best first-party support for console exclusives, their prices can often seem ridiculous. Game’s prices never seen to budge, not even on sale holidays such as Black Friday. This is especially prevalent with first-party titles such. Games such as Yoshi’s Crafted World still retail at €60 over a year since its release.

Even ports of older titles are not exempt from this rule. Donkey Kong Tropical Freeze was available on the Wii U for €20 at the end of the console’s life. However, upon re-releasing as a port on the Switch is it now selling for €60 despite being a port of a six-year-old game. Third-party games that sell for €15 on PS4 and Xbox One that are almost a decade old, and run worse on the Switch mind, will also retail for €50-60 on the Switch, despite being massively downgraded. An example of this being The Witcher 3.

Controllers –

In terms of controllers, the Joycons are easily the flimsiest and cheaply made controllers of all-time. They feel cheap, lightweight. Also, unless you plan on investing in multiple pairs of them. You’ll no doubt encounter the notorious Joycon-drift issue. Joycons retail at a generous €85 despite being some of the shoddiest controllers on the market. Especially when compared to the PS4’s DualShock 4 which retails for just above half the price.

Picture 11

(Image Source: wccftech)

Accessories –

As for accessories. Despite everything you will need to have a great experience with a Switch, you get mostly none of it involved with your console despite the steep price-point. Items such as screen protectors are a necessity to avoid destroying your Switch’s screen. Especially when almost every Switch’s screen will be scratched or damaged due to the poor design of the dock included.However, despite this, you have to buy your own protectors.

MicroSD cards will also become a certainty. Due to the Switch’s tiny storage space, capping out at 32GB, you’ll inevitably run out of space. This meaning you’ll eventually have to resort to spending another €40-50 on a 128GB microSD card. This is all without even mentioning chargeable grips, USB chargers and travelling cases.

Conclusion –

These are all reasons why you need to seriously consider investing in a Switch despite all the massive benefits to owning one. Nintendo has a serious problem with their pricing of this generation. Until they realise that the Switch is not as powerful as the price suggests. Also, until they realise that the controllers and other shoddy aspects of their accessories are ridiculously priced for how easy breakable they are whether that be at the fault of the customer or Nintendo’s poor manufacturing in the case of the Joycons analogues and dock’s screen gap space. There is a lot to gain from a Switch, but that does not mean Nintendo should not be held accountable for their ridiculously manufacturing and pricing behaviours.

Gamers are Also a Problem, Not Just Companies

Gaming has always been an industry of colliding opinions. However, in more recent times we are seeing more than ever a collision between the wants of developers and corporations and the wants of gamers. On one hand, you have the entitlement of gamers thinking they can decide what direction a game franchise can go in. On the other, you have companies thinking they can just continue to rehash the same title over and over without facing any repercussion. However, the problems that the gaming industry has faced in recent years must first begin with the change in mentality from gamers, before the change in model from corporations can take place. In this short piece, we’ll be going over the problems with companies in the gaming industry, as well as the problems with gamer’s mentalities, and what can be done to shift the tide to a better industry for all.

The Problem With Companies –

Before I get into why gamers themselves have to take responsibility for a large portion of the issues in the industry, I feel it is important to first speak on the companies. The problematic companies in the gaming world are lazy. The vast majority of them do not care about offering new and unique experiences. They are companies at the end of the day. They will always have to put income at the top of their priorities. Their aim is and always will be to sell as much as possible. Companies like Activision and EA have become notorious for their greedy mindset of lacing their games with micro-transactions all to milk a title of all the income it can possibly generate. All whilst rehashing the same repeated titles like FIFA or Call of Duty annually with little to nothing new to offer.

The Problem With Gamers –

Now that I have mentioned why companies hold their part in the failing of the standards, it is important to get into the main reason, which is the gamers themselves. The self-entitlement that gamers have is a major issue. They have a notion of what they imagine in their head is what should go. You can see examples of this through The Last of Us 2’s story and the childish response that received. This mentality also spills over into announcements, events and new releases such as the constant complaining of console fans when an event isn’t suddenly revealing all-new, mainline, first-party, generation-defining titles for an hour straight. Scenarios like this almost always are met with chaos, such as review and disliking bombing videos and game scores.

Gamers also have fickle mindsets when it comes to who they pick and choose to support. Gamers have become almost laughed at for their constant hampering of companies like EA, Activision, Pokemon. Yet, despite the constant complaints and abandoned boycotts, these company’s games set new records every year. An example being the immense backlash of Pokemon Sword and Shield for the Switch. Despite what fans would have you believe about the state of the game, it still went on to become one of the best selling Switch games and Pokemon games of all-time. Fans cannot control their emotions, nor do they even know what their emotions are. They hate companies and titles yet cannot resist delving into their wallet to fork over for them every year.

What Can be Done to Enforce Real Change?

If fans are truly tired of companies and their practices, there are a number of ways you can enact change. The first is to be consistent with your views and stick by what you say. If you brag about not buying the newest Call of Duty, then follow through with it. If numbers drop, companies do change their model. Another way is to ensure the realisation that single-player game’s stories are not yours to decide. Yes, you cannot like a story, but at the end of the day, it was the direction a studio wanted to try, and you have to respect that decision rather than childishly spamming the game and developers with abuse and review bombs. The only way change will come into place in the gaming industry, is for gamers to sit down, solidify their opinions and the actions they are going to stand by and fully commit to them in order to force their companies into changing the model that they have been excused of enforcing over God knows how long.

Conclusion –

In conclusion, as stated, companies are to blame for many issues, yet. But they are companies. It is down to the customers to enforce a solid and consistent reaction to enforce change on the products they love. Do not react out of childish anger or hatred, as when has that ever worked. Do not spam in any way or jump from opinion to opinion, as it tarnishes the message you are trying to spread. There are ways to improve the situation, but only if gamers change first, not the companies making the games.

 

Pokemon Sword & Shield Review – A Husk of What Pokemon Used to be – Review

Pokemon Sword and Shield, I chose Shield. When these games were first announced, I was probably the most excited I’d been for a Pokemon game, especially with the news of Pokemon Home still being a positive, at the time at least. I had not bought a new generation on launch day since the original Black and White games, and in my opinion, since Black and White, there has not been a truly great Pokemon game. So, my expectations were high, knowing that this was the first real Pokemon game on the Switch, and with the addition of Home, it was come to expect that I’d be able to send all my Pokemon from the DS games, to the Switch.

New Pokemon –

As for the actual game, what is always most important in a new generation is mostly the new Pokemon, and for me, upon seeing the Pokedex leak a week before release, I was far from pleased with the designs, but upon playing the game for myself, I have come to the opinion that it is mostly a mixed bag when it came to the Pokemon designs. There were some of the best Pokemon designs ever, in my opinion, with the Toxel and Dreepy line, as well as Pokemon like Appletun, the Rookidee line and more, however, there was also a majority of just lazy designs and ugly designs, with Pokemon such as, every single final evolution of the starters being an embarrassment, Obstagoon, Grimmsnarl and Grapploct just to name a few. However, most Pokemon games do have a mixed bag when it comes to design, so I suppose you could choose to look on the bright side of this generation when it came to designs.

Image result for dragapult(Source: https://knowyourmeme.com/photos/1627260-pokemon-sword-and-shield)

The Story –

The story of these games looked promising, as since generation 5, we have not had a really encapsulating story in a Pokemon game, but with characters such as Leon, Sonia and Marnie, this one seemed promising… nope. This story was one of the weakest the franchise has ever put together, and yes, I know the game is made for kids and that the story is not expected to be God of War levels of depth, but come on… there was practically no twist, no real character depth and Marnie played a useless role effectively despite seeming like one of the more interesting characters, and with no real distinct evil team throughout the game (I am not counting Team Yell, I never want to hear or see that embarrassment of a team discussed ever again).

The story left a lot to be desired with how easy the entire game is, being massively over-levelled and demolishing every segment, gym, trainer, whoever in my path without even breaking a sweat, continuing the trend of Pokemon games being incredibly easy to the point where it is boring. As for your rival, he is not Hau levels of bad and annoying, but he is not one of the best, that is all I have to say on him.

Image result for marnie pokemon(Source: https://www.adventuresinpoortaste.com/2019/08/08/marnie-the-rebellious-new-rival-from-pokemon-sword-and-shield/)

Dynamax and Raids –

The big new feature of Pokemon generation 8 was Dynamaxing, and to be fair, it seemed terrible, but upon trying it, I thought it fitted quite well, however, whoever designed the offline trainer’s Pokemon for the max raids needs to be outted and sectioned, why on Earth did they think “You know what, I think players could really use a Solrock who only uses Cosmic power, or an Eevee who only uses Helping Hand, or, a Wobbuffet who LITERALLY cannot even attack”, and with searching for online players being somewhat impossible unless you have a group of four friends readily available to join beforehand, you are effectively forced to team up with these atrocious offline players with their useless Pokemon.

Image result for dynamax pokemon(Source: https://dotesports.com/pokemon/news/dynamax-should-be-banned-competitive-pokemon-sword-and-shield)

Wild Area and Graphics –

The wild area was also one of generation 8’s big selling points, and with it, it encapsulates almost everything wrong with generation 8. From downright disgusting textures on almost every single area within the wild area, to not even being able to be connected to the internet when in it due to the lag becoming completely unbearable with other “players” vanishing and teleporting around the area randomly with no real sense of direction.

The wild area was a great idea, and something that should be worked into future Pokemon games, just not like this, this was embarrassing and Pokemon should be ashamed at what was produced through the wild area, the textures were disgraceful, utterly disgraceful for a AAA game in 2019, and I cannot stress that enough.

Pokémon Sword and Shield guide: Wild Area explained - Polygon

Speaking of textures, the graphics were expected by fans to be massively upscaled for years now, and with generation 8 that has not changed, barring some exceptions like Ballonlea town, and some other distinct areas, the game looks like a slightly upscaled 3DS game, and with my opinions on the graphics in the wild zone being clear, Pokemon needs to seriously buck up their ideas. I am not sure if the game looks this way due to rushing on Gamefreak to have the game out within the year, and if that is the case, then Pokemon should not be an annual product, to begin with. I know Pokemon can be a Breath of the Wild experience graphically, it is the highest-grossing franchise of all-time, and despite it wanting to pretend it is some unknown indie game, Pokemon is a AAA title that is battling it out with the big boys, and thus, should take their games more seriously and with a lot more effort.

The National Dex and Complacency Mentality –

Now, the most controversial point of any Pokemon game to date, the National Dex. I want one. I think it is a piss-take quite frankly that there isn’t one, especially with Game Freak literally lying to our faces about improved animations and completely new animations entirely taking up too much time. Once again, if Game Freak do not have the time to add all Pokemon into the game, then why on Earth are they releasing these games annually?

There was nothing in Sword and Shield that showed me that there was not enough time to add all Pokemon into generation 8, or at least a larger fraction of them, and even at that, the Pokemon they did add are just ridiculous, whoever thinks of using Maractus or of Vannilite, Diggersby, or Wingull? Whoever made these decisions on what Pokemon go in the dex is ridiculous and once again, the decision to not have every Pokemon in the game is still so far invalidated by what I have witnessed throughout the game.

This accepting mentality by Pokemon fans, as seen with how much abuse you would receive if you dared to complain to Pokemon about the National Dex on Twitter, is just baffling. These fans that accept the low effort, the lack of Pokemon, and mainly the lack of any real drive, are just plain and simple, deluded. “Be happy you are even getting a Pokemon game” I was tweeted this on several occasions, Pokemon have toyed with our minds so much that fans genuinely feel privileged to receive these games, they see it as a passing gift.

These are NOT gifts, these are full-priced, AAA games, and such, we, as full paying customers who are shelling out a lot of money for PRODUCTS, should demand higher quality from this billionaire company. As long as people sit around and accept the bare minimum from Game Freak and Pokemon, that is what we will get. As long as Pokemon fans continue to treat these games as free gifts, and not full-priced products, then we will receive the lowest possible effort acceptable for a Pokemon game.

I know a lot of what I said has been negative, and despite this, I really enjoyed parts Sword and Shield, but that is purely, that as a Pokemon fan, I will always enjoy a Pokemon game, however, I long for the days of generation 3, 4 and 5, where you can finish a Pokemon game and not only enjoy it, but be enthralled by it, and realise that the developers put every last ounce into their product. Sadly, I think these days are long gone.

Pokemon Sword & Shield – 4/10 

Pokemon Let’s Go Pikachu & Eevee – Review

Hey all, another game review from me, a “slightly” different genre of game this time round in comparison to my first game review, God of War. This time around I’ll be discussing the new Pokemon Let’s Go Pikachu and Let’s Go Eevee games, for the Switch. I am an avid Pokemon fan for those who don’t know and have played Pokemon every year since Diamond and Pearl released over a decade ago. Anyway, I bought the Pikachu version so I can only discuss my opinions from that point of view, but I don’t think there are many differences so let us get straight into it!

The Pokeball Plus Accessory –

If you’re like me and are a sucker for all things Pokemon, regardless of price, then you probably forked out the extra €45 (depending on where you’re from) for the Pokeball Plus with the game. The ball was advertised as revolutionary in the advertisements of the game and Nintendo were going HARD in the hype for this thing. To be honest, it isn’t worth the €45 unless you can afford it. The ball is practically good, it does its job as a controller and is exceptionally better than the joy-cons when trying to actually catch Pokemon in-game. The rewards for walking your Pokemon in person through the ball are good too, as you can receive plenty of rare candies and levels through it.

However, a big fault is the downfall of Pokemon’s cries, unless you have Eevee or Pikachu in the ball, you’ll hear pretty much the same robotic 8-bit cry every time. This really emphasised how badly Pokemon really need to step up their game and include all the actual cries of the Pokemon in-game for future releases. The ball also smudges incredibly easy and dust can build up underneath the analogue pretty consistently too, which is quite annoying considering I suppose it’s supposed to be in your pocket when walking with it? It can be quite upsetting to see the glowing whiteness of the ball slowly turn smudged. However, I would overall say this is a good thing to have if you are a consistent fan of Pokemon, despite the ridiculous price tag.

The Pokéball Plus will help you catch monsters in Pokémon Go and on the  Switch - The Verge

Cut Scenes in-game –

Pokemon has never exactly been known for its perfect high-quality cut-scene production value, but, in this game they are fantastic, however, there are barely any of them considering how amazing they look and how much they can actually make you love your partner Pokemon. If they had included as many cut-scenes in this game as they did in the Alolan games, then this would have instantly brought the cinematic quality of the game upwards by ten-fold. I am not sure why there were so few cut-scenes considering you’d think Pokemon would want to be showing off the hardware capabilities of the Switch in every capacity. However, I digress that what cut-scenes they do have, they look fantastic, I just wish there was more.

Image result for pokemon lets go cut scene

Music –

If there’s one thing Pokemon have never gotten wrong, it’s music. This game features some of the best music in the series, and although it isn’t up there with the battle of Giratina in Platinum or the battle against Cynthia in Generation 4, there are some fantastic recreations of Lavender Town’s traditional music, as well as Cerulean City having some soothing music to play alongside in the background, the battle against the Champion is also pretty exhilarating despite the lacklustre nature of the battle itself (more on that later).

Landscape and Graphics –

The graphics in Let’s Go are obviously the best graphics we as fans have ever witnessed from a Pokemon game, and although it isn’t nothing we haven’t seen, bearing the fact it is basically the graphics of Pokemon Sun and Moon played on the unreal engine, I think it still deserves praise. The cities are visually stunning, as well as the overall atmosphere of everything in the game. The colours of everything are vibrant and bounce off the screen, especially when the Switch is placed in docked mode. However, despite all this praise I have given it, I still will always personally prefer the traditional looks of Gen 4 & 5. But, maybe I just have my nostalgia glasses on too tight.

Related image

Your “Friendly Rival” –

I knew from the minute he was introduced as your “friendly rival” I would hate this character. This “friendly rival” trope has been the trend with Pokemon over the last few games. I don’t think the game developers understand that making a rival friendly is just going to make us all not care about the character whatsoever.

The whole idea of a “good rival” stems from rivals such as Blue, a rash, overconfident rival who is so cocky that he decides to try and one up you in every capacity, or N, who yes, I am aware wasn’t your direct rival in the Black and White games, but for me personally, he felt like the true rival in those games over the duo of Bianca and Cheren. This type of rival, one you can hate but also relish the battles against and appreciate their development is what should be a constant in Pokemon games, not these rivals such as the one in Let’s Go or Hau for example. These aren’t rivals, they are lackies who annoyingly follow you around and offer you everything they own in order to gain your acceptance as if they are some sort of slave. This needs to change.

Difficulty –

This has been a large topic over the last few games, since X & Y for me in particular. The difficulty in Let’s Go is just as shameful as the last few games, as you can breeze through the entire game without even losing a single battle(such as I did). I remember when it would take me a month just to purely beat Cynthia in Generation 4 or how it took me several days to beat Lance in Heartgold and Soulsilver. I mean, you can do a direct comparison in this game. Lance in Let’s Go is the equivalent of a deceased frog in comparison to Lance in Heartgold and Soulsilver.

I haven’t gotten around to fighting Red or the Master Trainers yet, at least they provide some sort of a challenge, but when it comes to the main story, it is way too incredibly easy, especially considering ALL your Pokemon level up at all times, which leaves every team you use incredibly over levelled no matter who you come up against. I think it is about time Pokemon included a difficulty option for players as the difficulty in these games is just getting ridiculously childish and easy. And no, I won’t accept the argument that “it’s a child’s game”, that doesn’t mean it should be easy, unless kids today are more incredibly challenged than what I had first thought. Generation 4 and 5 were also “children’s games” by that measure, yet I got through them just fine and still find some challenge within them today. So no, that is no excuse.

Catching Mechanic –

I understand the inclusion for this in the game and don’t particularly think it was a bad change. I think the idea to have all wild Pokemon visible on the screen is absolutely perfect and I hope that remains in every Pokemon game for the rest of my life. I also think the catching mechanic is particularly efficient when shiny hunting, which is always a positive. I just think the legendary battles, in particular, were so incredibly lacklustre compared to how they were in old games. Kids whose first game will be Let’s Go will never understand the adrenaline rush of getting a Rayquaza in Soulsilver down to 1HP, Paralysing it and still struggling to catch it for almost an hour. This game had such amazing cut scenes for the legendaries and then just completely dumped on that. I think the catching mechanic is an okay change, but it really has ruined the special occasion of catching legendaries as a whole.

Image result for pokemon lets go catching mechanic

Story –

If you’ve played Generation 1 then you’ve played Let’s Go. The story is boring at times and once again, easy. The only real excitement was when you face Giovani as the final gym battle, and even at that, it isn’t that exciting. I will forever miss the days of stories such as Platinum and Black and White. With exciting characters with deep backstories.

Post-game –

Pokemon is known for its incredible post-game inclusions, most reputably, Heartgold and Soulsilver’s travel to Kanto, and the Delta Episode of Omega Ruby and Alpha Sapphire. This game, however, boring. A few legendaries and then that’s it. I think the master trainers are definitely an okay addition for something to do after you’ve completed the main story but overall, there isn’t much going on.

Overall –

Let’s Go Pikachu and Eevee are an average Pokemon game, I think people will like it and enjoy it, as have I. I have over 60hours played in total as of now and think it is quite an enjoyable experience, but an enjoyable experience and a thrilling one are two different things. I think the game is okay and will bring in many new Pokemon fans, but it is obviously nowhere on the same scale as some of my favourite Pokemon games such as Diamond, Pearl and Platinum, Black and White and Heartgold and Soulsilver. I think there is a need for a huge step up in every department I’ve mentioned for the next game, whether that be Gen 8 or a Sinnoh remake(I would be delighted with either). I am just hoping this game is a filler for the time being and the true Pokemon on Switch experience is coming next year. That’s it, that’s my thoughts on Pokemon Let’s Go Pikachu and Let’s Go Eevee.

Final Rating Rating – 6.5/10

Super Mario Odyssey One Year On – Review

Firstly, I just want to start this piece by getting something off of my chest. Super Mario Odyssey is the greatest Mario game of all-time, with the Mario Galaxy series coming in a close second place. And with the game approaching the one year anniversary of its release this month, I thought it’d be fitting for me to discuss what I found brilliant about the game.

So…what makes Odyssey the greatest Mario game of all-time? Today I will be summarising that in a few central topics(And yes, I am aware it has been quite a while since the game originally released)

The Switch –

The first topic I want to discuss is the console which Odyssey was specifically made for, the Nintendo Switch, and having played the game to completion, I can say easily, that the Switch is probably the biggest reason behind this game’s feel and success. Everything about the game feels perfect and fluid and the graphics of the game are absolutely breathtaking for a Mario game, which of course wouldn’t be possible if it weren’t for the Switch. For that reason alone, the Switch is just a key component in why this is the greatest Mario game of all-time in my opinion, but obviously, there are other factors of the game that go towards this argument.

Game Diversity –

Now, I know this is a common factor in almost every Mario game, but I feel another huge factor that goes into the appeal of Odyssey is the diversity in gameplay and surroundings. Whether it be starting off in an eerie cap kingdom, riding through a desert on a statue-bull thingy or the absolutely mind-blowing visuals of New Donk City, there is something for everybody to be blown away by, and that constant new experience around every corner keeps the game fresh and immune to going stale or becoming repetitive, which can be a common factor in most games that are released nowadays. But this is something Mario as a franchise has nailed down to perfection in almost every game belonging to the series, the ability to keep the game fun and exciting to play. I think this aspect is another main reason Mario Odyssey is amazing, but this could also be applied to most Mario games.

Super Mario Odyssey director explains why New Donk City takes a realistic  approach with its visuals | GoNintendo
The Shop & Collectable Purple Coins –

Oh my word, the shop. The shop within the game is the most genius thing Mario as a game has ever conjured up, and I know there have been inklings of exchange within Mario games of the past before but never to this extent. The shop within this game is designed beautifully to stand out perfectly in every diverse setting within the game and the theme song when you enter the shop is perfect and upbeat and takes you away from whatever objective you were trying to take on during the general game. The shop also adds a lot of motivation for players to continue playing once they’ve completed the game, as the post-game consistently adds new and more expensive items(which means more gameplay to try and obtain enough coins for said items).

Along with the golden coins comes probably the second most genius thing ever introduced into a Mario game, and that is the collectable purple coins. The purple coins are fun, well spread throughout the game and have a healthy abundance to give the player something extra to pursue and also gives brilliant opportunities to purchase some extra cool items and collect all the shop items within the game. The only criticism I could have about the coins is maybe they didn’t add enough or add enough items you could purchase with these coins in comparison to the abundance amount of items you can purchase with the gold coins. But overall I think the shop and the purple coins give the player so much extra to do once they have completed the main game and gives a significant amount of extra playtime.

Image result for super mario odyssey shop
The Story –

The ending and overall storyline of Odyssey is the generic “Bowser captures Peach, Mario tries to save her” schtick, however, the inclusion of the new variant bosses and the ending where you escape with Bowser using Cappy, it brought joy to my heart. The music throughout the game was beautiful, and that is most evident in the final musical performance in New Donk City, and during the end of the main story where you try to escape the desolating world with Peach as Bowser. It ups adrenaline, it makes you feel submerged in the moment and makes you feel like the entire game was worth playing to get to that exact moment. It was truly amazing and beautiful.

Cappy –

Every Mario game has its new additions, whether that be the cloud in Galaxy or the giant and mini mushrooms in New Super Mario Bros. for the Nintendo DS. But, I don’t think there has ever been an addition as bold and out-there as Cappy. Cappy made the game feel open, there was no ending to what Mario could have done with this addition, from the T-rex to the onion-guys. It was amazing, it left every avenue open and made you feel like this Mario world had other creatures in it other than Mario. It rejuvenated the Mario franchise for me, after years of lacklustre additions or little to no new ideas at all. It was genius, and whoever came up with the idea for Cappy in this game deserves a huge pay-rise.

Image result for cappy mario odyssey
The Post-Game –

Lastly, admittedly it may not be the most riveting, surprising thing ever, but the post-game for Mario Odyssey is fantastic and provides an incredible amount of depth that has never been seen before within a Mario game, from the sheer hundreds of moons to collect, to the purple coins or collectable items or clothes, there is so much incentive for the player to return back to the game even after the main story has been finished, and even to this day, the game continues to be updated with new costumes and items to collect.

Overall, as a game, Odyssey is beautiful, creative and most importantly, fun. I can say I will struggle to ever be as enthralled in a Mario game as much as I have with Odyssey. And despite it being a year this month that the game was released, I and many others still continue to find a reason to return. It is a classic already.

Overall Rating – 8.5/10