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Showing posts with label The Legend of Zelda. Show all posts
Showing posts with label The Legend of Zelda. Show all posts

Most Impactful Video Games - Part 3 - Gaming Thoughts

Can a single video game change a person? I suppose it depends on the person, but for a lot of us here at CGR who have played video games for many years now, the answer seems to be a resounding 'yes'. Maybe it's not life-altering levels of change, but sometimes a series of smaller, more subtle ones can be just as important. Maybe there's a character you felt a kinship with, a story that tickled parts of your imagination in a new and interesting way or maybe a particular game helped to create core memories with you and your friends. These video games impacted us, and maybe you'll see some familiar titles and think back on how they impacted you as well. 

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Most Impactful Video Games - Part 2 - Gaming Thoughts

What does it mean if something is impactful? Specifically a video game? I think of it as not just something you had fun with, but a game you made memories with. Maybe the graphics weren't the best, or the music the most pulse-pounding, but long after you've set down the controller or walked away from the keyboard, some aspect of the video game in question sticks with you.

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Hyrule Warriors: Age of Calamity - Switch Preview

Hyrule Warriors: Age of Calamity by developers Koei Tecmo, Omega Force and publisher Nintendo of AmericaNintendo Switch Preview written by Pierre-Yves from a Nintendo eShop Demo.

Estimated reading time: 6 minutes


If there are two series that will spark a heated debate as to which one is best, one is Final Fantasy, which I streamed Final Fantasy IV (THE BEST ONE) for Extra Life 2020, and the other is the Legend of Zelda. Having originally started with the Legend of Zelda II, I would later fall in love with a total of three titles. A Link to the Past, Twilight Princess, and Hyrule Warriors which while not a core title, merged all of the timelines into one making everything truly canon to the timeline theories which were also published not that long back in the Hyrule Historia.

Instead of making a follow up to the 2014 Hyrule Warriors, Omega Force and Tecmo Koei have instead done something that a lot of fans have probably been wanting just as much as the sequel to Breath of the Wild, and that would be the prequel of the events one-hundred years prior. Starting off with a bang in the last moments before Calamity Ganon wins, a tiny guardian stored within Hyrule Castle wakes up and sends itself to the past in order to warn and potentially save Princess Zelda and her father’s kingdom. Falling into the hands of Link who was at the time no more than a soldier of the kingdom clearly not wearing a helmet to stand out, his and Zelda’s fates would soon become intertwined as they always do.


From a story perspective there’s a lot that we are going to be in a treat for as other than some flashbacks or mentions, a lot of what happens was up for grabs while turning it into a gameplay experience. With events starting off before everything happens, before Calamity Ganon is even a thought, a horde of monsters brings Link and Impa together as Link is helping defend the kingdom. Link and Impa’s meeting alongside the small guardian start to really set the tone for the adventure while also showing that there’s more than just gameplay in some of these rather stellar looking cutscnes.

From the get go two things were abundantly clear. The combat and the mechanics are solid and they’ve revamped the characters for their Breath of the Wild counterparts from the original Hyrule Warriors which were specifically designed for that adventure. The second is that I’m really unsure of how well the graphical representation handles itself. The original was clear, crisp and highly detailed while Age of Calamity is using the more cell shaded style of Breath of the Wild and I don’t think it’s doing the action as much justice as it should and that’s after spending time with it on a standard LED, a 4K QLED and in handheld mode.


My issues with the graphics aside, and combat felt rather smooth with the three characters that the demo currently allows you access to. Link, Impa and Zelda all handle rather differently with Link being our sword wielding beast on the field, Impa using ninjutsu like abilities and Zelda very much relying on the powers of the slate for some rather wild attacks. Following more in line with the Dynasty Warriors style of mechanics, basic attacks are all mapped to “X” and then after a certain number of presses you can use “Y” to unleash a character specific ability.

Where things start to get a bit interesting is in the use of abilities that a lot of us have used while exploring a post-war era version of Hyrule set one-hundred years later. Getting access to the slate, Link can use bombs, freeze enemies and the water they are standing in, and even without it Link can take up to the air with his glider before coming back down on his enemies. Keeping partially in line with the semi-RPG elements of leveling up to become more powerful, there are a few changes this time around which could either be really nice down the line or a complete pain depending on how they are implemented.


Set out on the world map through accessing the slate between missions, there are several points on the map that all serve as different functions. Some require handing over materials in order to unlock merchants who will in turn sell you ingredients that you can use to cook food and adjust your character’s stats in battle. Others are challenges that must be completed in order to unlock new abilities for your characters such as an extra “X” attack or adding in a new “Y” ability. These are no longer gained through leveling up so it could go either way as the demo only has two stages and a few challenges clocking in around the hour-ish mark depending on the amount of effort you wanted to put in.

Now I think it’s clear that if we are putting out a preview today, we didn’t get a copy for review, BUT, with it having come out today you can be sure as hell that this is what I’m basically going to be playing this weekend. As a Musou fan there’s honestly plenty to look forward to especially with the unlocking of abilities through trials instead of leveling up as well as what other kinds of challenges that can be set forth with the mechanics coming over from Breath of the Wild.

Summary

So to top it off, my only real concern is how polished the story is going to be as we all know how it has to end though using the first two missions and what’s already available I think it should go alright but only time will tell on that one. So check back soon for our full review of this latest Musou title that once again takes to the Hyrulian lands of The Legend of Zelda.

Score: N/A

 

Side Note: The save data of the demo version currently available is transferable into the main title upon launch.






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Nick’s Games of the Year – 2017


Game of the Year

While I still personally preferred Persona 4 by a narrow margin, and there is an argument that Persona 5 lasted a bit longer than it should have at the end, the game is still fantastic in almost every way. The visual style and music are distinctive, the way the story it sold is interesting, the characters are memorable and at its heart, we still have a turn-based RPG that is as good as they come. Nick’sReview

Platform:
Sony PlayStation 4

Genre(s):
RPG

Developer(s):
Atlus

Mode(s):
Single Player

Publisher(s):
Atlus

Other Platform(s):
Sony PlayStation 3

1st runner up


It seemed implausible back when Nintendo first showed a trailer for this game. A Skyrim-esque open world featuring link? Surely it would be too great a technical challenge? Or the game would lose some of its ‘Zelda’ soul in the process? Nope, instead we have a game that is still being played by multiple people in my house and easily became my family’s most played title in 2017. MarcL’s Review – Switch
PY’sReview – WiiU

Platforms:
Nintendo Switch

Genre(s):
Adventure

Developer(s):
Nintendo

Mode(s):
Single Player

Publisher(s):
Nintendo

Other Platform(s):
Nintendo WiiU

2nd runner up

It’s been a few years since I played a proper Danganronpa game, and yet V3 picks up where we left off, adding a few new wrinkles to an already fantastic formula. When the first Danganronpa released on Vita years ago, it changed how people looked at the Visual Novel genre, and V3 continues that standard of excellence through it’s unique visuals and twisted, emotional story. Nick’sReview

Platform:
Sony PlayStation 4

Genre(s):
Adventure

Developer(s):
Spike Chunsoft

Mode(s):
Single Player

Publisher(s):
NIS America
Spike Chunsoft

Other Platform(s):
Sony PlayStation Vita
PC

Surprise of the Year


I am a huge turn-based, RPG/strategy fan. In many ways, the Sega Genesis was arguably my favorite console due to genre titles such as Warsong, Shining Force and even Sega CD games like Dark Wizard. So what happens when you take one of my favorite stories and merge this non-traditional narrative with comfortable, familiar gameplay? You get Godseekers, and I loved it. Nick’sReview

Platform:
Sony PlayStation 4

Genre(s):
Strategy, RPG

Developer(s):
Omega Force

Mode(s):
Single Player

Publisher(s):
Koei Tecmo Games

Other Platform(s):
Sony PlayStation Vita

Biggest Disappointment


I love Double Dragon. The arcade original ate many of my quarters and still has one of the best tunes in the history of video game music. I spent countless hours playing Double Dragons I & II on the NES. Double Dragon III was a huge misstep in the arcade, and hard-as-they-come but interesting headache on the NES. I liked Double Dragon Neon even. So how the heck did Double Dragon IV go so wrong? It looks and sounds the part of a 25 year old game, with no modern sensibilities and terrible collision detection. Huge letdown from a lifelong fan of the series. Nick’sReview

Platform:
Sony PlayStation 4

Genre(s):
Action,
Brawler

Developer(s):
Arc System Works

Mode(s):
Single / Local Multiplayer

Publisher(s):
Arc System Works

Other Platform(s):
PC

Guilty Pleasure


I enjoyed this game when it came out on the PS2 originally, but haven’t played it since. It’s weird, it’s different, with its unusual Gambit system, a lot of unfamiliar bosses and lots of walking / backtracking. But the updated version looks better, added some nice conveniences such as 2x and 4x speed and I was still going back and beating end-game content like Yiazmat in November. It’s not a new game, but it has staying power. Nick’sReview

Platform:
Sony PlayStation 4

Genre(s):
RPG

Developer(s):
Square Enix

Mode(s):
Single Player

Publisher(s):
Square Enix

Other Platform(s):
Original: Sony PlayStation 2

 

 

Article by:  Nick


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Week in Review - March 13th to 17th


Because weeks can simply disappear quickly and then you wonder where they went, we've decided to bring you a Week in Review on top of our Months in Review.

Quick and to the point, here's what you may have missed this week!

First up on Monday our new writer Marc tackled Nintendo 's The Legend of Zelda: Breath of the Wild on the new Nintendo Switch who unsurprisingly gave this epic game a full score.

Following that on Tuesday I myself tackled The Legend of Zelda: Breath of the Wild on Nintendo's Wii U. It sadly doesn't get full marks due to some slightly slopping finishing on the hardware compared to the likes of both The Legend of Zeldas: Twilight Princess and Wind Waker but the adventure itself is freaking amazing and more than worth it.

Wednesday Breanna dove back into the world of gaming with Rimworld giving everyone a second look at what we think of it so far. Still in Early Access this game looks solid and I swear she could write her own novels based off of her exploits so far.

Thursday we took a look at a new service called Utomik. This hybrid gaming service that takes the idea of a monthly subscription and a Steam like library. With plenty of titles so far, and LEGO® STAR WARS™ III: The Clone Wars quite literally just having released, there's more than enough content for gamers of any type to be happy with.

Finally the week ended on Friday with Richard tackling Dying Reborn on the PS4.

Article by Pierre-Yves
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The Legend of Zelda: Breath of the Wild - Wii U Review


Like The Legend of Zelda: Twilight Princess before it, Breath of the Wild almost didn't release on the console that it was originally intended for. Unlike Twilight Princess, Breath of the Wild actually released side by side with the newest console and its version of the title. Was it worth it to do both hardware generations? I would say so.

I'm going to start by stating two of my biggest issues. The first? To be expected, Breath of the Wild is graphically inferior to its Switch counterpart. Yes I believe that we all saw this coming but I still expected smooth edges like Twilight Princess and Wind Waker instead of fuzzy ones when it came down to the character models. The second? The original concept saw the use of the Wii U Gamepad for inventory and anything else that would have otherwise been on the screen to leave a clear view of Hyrule while also leaving all the the other information in your hands. This was scrapped instead lining it up with the Switch's version. It's not to say that you can't hide the HUD (short of your hearts), but if you do you still won't have the information in your hands as the only option that it gives you is to play off the Gamepad instead of your screen.

With that out of the way? Wow. The rest of Breath of the Wild is gorgeous. The vast landscapes are incredible to explore and the colors that are used only complement these explorable reaches. Grassy hills, mountain ranges with snow covered tops, you name it, it looks pretty. This is only accentuated by the trees, the animals, the fish, the swamps and the monsters that live in them making the world feel alive. The best part of it all? If you see something in the distance you can get to it.


For once on his adventures our re-re-(add exponent here) incarnated protagonist Link is unrestricted in where he wants to go. There are no invisible walls. There's no getting stuck on a tiny ledge that a simply larger step could cover. It's too high to walk up or jump? Link can simply climb up. You want to go left instead of right? Nothing is stopping you. This time the adventure takes you where you want to go. Something you just have to think about it. Oh yeah! Link can also actually jump. That wasn't a typo.

This new freedom for the series is more than just where you want to go. It also brings in a freedom from the hand holding that the series has been known for in the first few hours of most of Link's adventures that simultaneously act as the tutorials. Now? Just like the world you are free to learn as you explore. Would some details have been nice off the bat? Maybe. Did they need to be? Nah. You'll learn the new dodging system soon enough after seeing a Game Over screen or two.

Like exploring the world, there are also plenty of ways in order to bite the dust. Fall from too high, jump into an icy cold late, run out of stamina while swimming or taking on a badass that can cut you down in one hit. If Link loses all of his hearts then it's Game Over. Running out of stamina while swimming or falling off of a bottomless cliff will remove health and put you back onto the ledge as is standard for the series. Making it through these sections just means that you sometimes have to be a bit more creative with your approach and there's plenty of room for creativity.


Breath of the Wild while not being as technically advanced as Horizon Hero Dawn (which Breanna, Marc, Robert and I are all currently going through), is a lot more free in its approach and design. Nintendo have knocked this one out of the park. You can climb, you can swim, you can surf down a hill on your shield or sneak up on an enemy to take them out silently. Link can now stealth as well as instantly switch between his available shields, swords, hammers, two-handed weapons and his ranged arsenal. Further equipped with Runes and a slate that half looks like a Wii U Gamepad and half looks like a Switch (You know with the Switch really being a Wii U Gamepad with removable sides) there's more than one way to approach a situation.

A lot of these features are nothing new to gamers but they are new to this series. I used Twilight Princess as my benchmark for "maturity" but between this somewhat darker story line with bright colors AND gameplay elements? Breath of the Wild can now take that crown as well as my number one replacing A Link to the Past. This new adventure with its freedom also leaves room for the above mentioned creativity. Want to take out a group silently at night in their sleep? Go for it. Want to hit the explosives nearby taking out an entire other group around their campfire or inside of their skull shaped cave? Go nuts. Have enough arrows to shoot them all down so you don't even need to take out a melee weapon? Make sure you aim for the head as headshots are a thing and they do double damage. Just make sure that your gear is up to the task.

Link's gear now comes in a "durability format"! Shields can only take so many hits, or hills to be slid on, weapons can be used to hit so many times and range weapons can only fire so many shots separately from the ammo count. There isn't a counter for these which would have been nice but there is a warning that your gear is about to break and when it does? It slows down time as the gear explodes in a shower of sparks giving your brain the two seconds to catch up and hit the weapon selection options.


The first pieces of equipment that you pick up are about as useful as firewood. No really. You can set things on fire. Grass, trees, weapons, shields and even enemies! The later aren't fond of it and come to think of it neither is nature. But anyways. The first stick you pick up is good for a couple of hits before breaking. Breaking this stick over your enemies head yields your first weapon however so the stick served its purpose. Then you get the next one, and the next one, and then you realize that your weapon inventory is full. Don't worry as it'll be empty soon enough though you are never truly without the resources to save yourself. Unfortunately Link can't just punch someone...

If, and I mean IF, you manage to go through all of your weapons and all of your arrows you will still have your Runes that provide you with Bombs. Bombs are interestingly enough not out of a pouch with a limited number but instead an unlimited resource with a "respawn time". Coming in either circular format to roll around or square format to simply sit there, either of these can blast an enemy away which if it doesn't outright kill them could possibly have them drop their weapon for you to use. Any bad situation can be turned around if you are resourceful enough. That or just lucky.

This is not The Legend of Zelda that we grew up with. We are not given a sword because it's dangerous to go alone. We aren't given a sometimes… no… often annoying companion that spells everything out for you. We aren't even given jars to worry about as we wonder when the next one will show up. Given nothing from the start but a pair of pants and a shirt, it's up to you to take control of Link and figure everything out. Just keep in mind that you never know if it will work or not unless you try.


Taking a club to a tree and you may hear your subconscious laughing at you. Take a sword and it may start to worry a little bit. Taking a woodcutter's axe and you can yell timber as it's coming down. Use a bomb? Get out of the blast radius you fool! Bright side is that it will come down. Flipside is that unlike the axe you won't really be able to control the fall. Why would you want to? You would want to because a falling tree could be used as a bridge which is another area in which Breath of the Wild shines. There's more than one way around and trial and error is the only thing that stands between you and wherever you are trying to go. Which leads to cooking.

Like your equipment, food plays an integral part of your adventure. You can pick up apples, fish, hot peppers and meat from animals on the field but it isn't until you find a cooking pot that it hits its full potential. By placing up to five ingredients into the pot wonders can be born. Mushrooms skewers, spicy peppercorn steak, roasted Hylian bass and so much more. The base ingredients will restore a bit of health but the advanced dishes will restore health as well as add in some bonuses such as faster stamina regeneration or protection from the cold.

Cooking pots can do more than just cook food. By adding in monster parts to a "recipe" Elixirs can be created into of food dishes that while they will not restore any health, they can do a number of other things such as protect Link from electricity or make him run or swim faster for a period of time. The concept is the same as making a food dish I just hope that you don't mind mixing in bugs and monster parts such as their guts or horns.


All of this comes full circle while exploring as one element always adds to the next. Keeping warm when in the snowy reaches can be done with a spicy dish or with warm clothes if you have some. Just remember that if you do the cooking route you need the ingredients otherwise when Link gets too cold he loses health. Climbing a hill or a mountain becomes a lot harder when it starts to rain and then to downpour making you have to find another way around which could lead to monsters and if you're not prepared it won't be a pretty fight. Get too hot? Layers have to come off. Just remember to take off your metal equipment during a thunderstorm.

With all of this, all of the features, what's the point? There's no sugar coating this time around. Ganon one-hundred years ago attacked and decimated Hyrule while also defeating you. Placed in a rejuvenation chamber by the Princess Zelda, you are only now waking up and will need sometime to get back on your feet. Don't take too long though as Zelda is waiting but somethings can't be rushed which is why there are loads of distractions along the way.

The map of Hyrule is enormous and is split into regions with giant towers, ala Assassin's Creed, in which if you climb to the top you can gain a lay of the land. From up here it becomes easier to plan your route by placing waypoints that will act as marker on your minimap. More than that is that up here you can more easily spot challenge Shrines that act as both quick travel locations and a source of upgrade points.


These challenges are nothing like an actual "Temple" but they are fun and act as a good distraction to the main quest. Not only are they a good distraction but seeking out these locations can really help moving about the world because of the quick travel possibilities that they offer. Nothing is required to fast travel. No money, no resources, just good old fast travel from one unlocked point to the next. More than that, is upon completion of a shrine the monk at the end of the trial will grant Link an orb that can be used to increase his health or his stamina when four are offered up to a statue of the Goddess. This leads into your final set of choices.

Do you upgrade your carrying capacity for your weapons? Your shields? Or do you upgrade your carrying capacity for your ranged weapons? These choices come from collecting Korok Seeds from the children of the forest and bringing them to a very large fellow who's pretty good on his maracas. Like the health and the stamina, like the direction you choose to explore, that choice is up to you and how you feel at that particular moment. I quite liked expanding my melee repertoire first.

The Legend of Zelda: Breath of the Wild is an amazing experience. While the Wii U version isn't as pretty as the Switch's, it still looks great once things get running and your eyes adjust to how it looks compared to its upgraded form. I am disappointed in the lack of the original Gamepad features that I had been looking forward to but compared to the rest it's something that disappears fast enough. Wii U owners do not have anything to worry about if they didn't manage to get a Switch as the core experience is of the same grade.

Game Information

Platform:
Nintendo Wii U
Developer(s):
Nintendo
Publisher(s):
Nintendo
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
Nintendo Switch

Source:
Purchased


Article by Pierre-Yves
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The Legend of Zelda: Breath of the Wild - Switch Review


The very first feeling I got from Breath of the Wild was this in a nutshell. Wow! Starting off with "Hey Link, glad you're alive, now GO!" pretty much made it the greatest intro that I could of asked for from someone who absolutely hates tutorials. Sure they give you little hints here and there, a few popups indicating which buttons do what, how to attack and block, but this game gives you nothing to work off of, and it's amazing.

100 years prior to the start of the game, Ganon was victorious over Link and his band of heroes, kidnapped Zelda and basically sent the land of Hyrule into utter chaos while he builds his strength in order to destroy it in the future. Zelda as an insurance policy sends Link off into a regenerative chamber where he is to rest and recover to hopefully one day come back to save her and all of Hyrule. Link eventually wakes up with amnesia and must then venture out and discover his past memories of who he used to be, as well as all the memories of those he fought bravely with in the past, ultimately leading up to a future encounter with the "Calamity Ganon".

Right out the gate, you start a directionless adventure where you get to chose your own path. The quest for weapons however starts now. Every weapon has a durability, wooden are more fragile while metal can usually last a few enemies until you start to get more and more special weapons. If you are expecting a swing away and never break your weapon type of game… this may surprise you a little bit as that won't happen. Aside from the weapons, the sets of armors are very cool and you can eventually upgrade the armors together as a full set and they will give you bigger bonuses.


Stamina makes its way back into Breath of the Wild as a core to Link's exploration. This places limitations on sprinting, swimming, or even climbing up the mountains making for more creative ways to go around the obstacles rather than running in a straight line or around invisible walls.

Speaking of creativity, where as the other Zelda's had you rely on potions and fairies to stay alive, Breath of The Wild has you cook. You can gather fruits, veggies, plants, frogs, insects, and so on. There is a ridiculous amount of combinations you can create ranging from healing 1 heart to 8+ and some will have special effects added, so being creative with your cooking can really pay off. There is also the fact that you can add monster parts into the mix and rather than having a healing item, it instead creates what are known as Elixirs, offering stats such as more stamina, or temporary boost of health, making you think twice before selling any of these materials, as they could be used for other purposes instead.

Anyways back to the game. This world is HUGE and by far the biggest, most vast world that The Legend of Zelda series has even seen. This doesn't mean that there is a ton of empty space and everywhere you go will simply take a long time. There is TONS to do in this world. There are 100 shrines which are mini puzzles that reward you with Spirit orbs, and after 4 shrines you can either upgrade your health or stamina. Outisde of these shrines there are plenty of monsters with bonus chests for clearing out their camps and hidden chests that require you to use your "runes" (extra powers you unlock as you go). Then to add another layer there are Kokiri kids who when found give you Korok seeds which allow you to unlock more weapon, bow, or shield slots.


There is simply so much content to this game and not once does it feel like it forces you to go more left than right, no hints (Editor's Note: Other than the Zora who can't simply "let" you find the way to their Prince. They are pushy...), and no directions. This game is entirely put into the hands of its player. Everything I have completed so far "outside of the main quest" has been simply because I felt like doing so. Breath of the Wild is reminiscent of an older generation of games with no help; everything had to be figured out on your own. Being prepared has much to do with the difficulty of encounters as if you wander too far without proper gear replacements, or a good supply of food, even a small encounter could turn difficult. Whether it's hidden armors, difficult shrines or simply how to take on a boss of the area, everything gives off a sense of reward and accomplishment.

While exploring, everything can make your life difficult from small ramps to cliffs over to thunder storms. The environment can be as treacherous as a group full of enemies. The first time a thunderstorm hit I was holding onto a metal sword and shield, and I noticed link giving off a crazy amount of static all of a sudden. After switching to a wooden shield that I had, and sadly no weapon, I noticed the static was gone. But for purely scientific reasons I re-equipped my metal gear, simply to get completely exploded… I am fairly certain it would 1-shot you at any amount of hearts. Good to know. The rain was another interactive part of the game as it could prevent you from climbing the simplest mountain by making you slide right back down when you attempt it.


A quest log filled with all sorts of quests ranging from "Kill Ganon" to please take a picture of this monster over to please collect me some frogs helps keep track of what you are currently up to. The wide range of things to do has had me running around for almost meaningless rewards. If asked why I did all that, I would reply with "Why wouldn't I?" as I loved every second of it.

The graphics from this game are fantastic. I love the shadings used, and the types of animation. I find it strange that they only applied voices to very specific characters at specific times but it flows very well. My only issue with my current play through of the game is a few FPS stutters, but only when I am playing it on the dock. In handheld version it seems to be working fine and has yet to "FPS lag".

As a whole I believe that The Legend of Zelda: Breath of the Wild is a solid game. It was not only innovative in its way to keep us busy and give us all the choices we could possibly want, but it lets us be creative with how we want to explore, solve puzzles or even create our own strange recipes. Breath of the Wild has given us a great expectations for the future of The Legend of Zelda series and was an absolutely fantastic launch tittle for the Switch as well as an amazing closer to the WiiU (Editor's Note: Damn right it is! <- That review is tomorrow). I couldn't of asked for better.

I was debating reducing a bit of the game's score only leaving out a small fraction for the graphic difficulties that the game can give you at times. But even with that, The Legend of Zelda: Breath of the Wild surpassed all of my wildest expectations and gets an easy 100% from me.

Game Information

Platform:
Nintendo Switch
Developer(s):
Nintendo
Publisher(s):
Nintendo
Genre(s):
Adventure
Mode(s):
Single Player
Other Platform(s):
Nintendo WiiU

Source:
Purchased


Article by Marc L.
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Games I meant to play in 2012, but never got around to

There were a lot of games I meant to play in 2012 and just never got around to. Some, I simply never bought. Others I purchased and still never got around to - so I have even less of an excuse. Some of the games released this year, some in years past.

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