

Still has issues, still a bit irritating, and still just generally awesome. Hell, I actually cried, and I’ve replayed this a dozen times. Short and sweet, with decent guns and decent levels, good pacing, and great variety in its storytelling. Big recommend.
Type Of Review: Veteran Run
Total Story Score: +21
Total Gameplay Score: +18
Golden Number: 119.85
Cheats: No
Total Play Time: 1 days / 6.95 Hours
Time Reviewed: 03-03-2022
Story Positives:
- Voice Acting : Surprisingly good voice acting in general for the main characters…
- Voice Acting : …but also for the NPCs. The US soldiers sound like kids, the SAS sound like seasoned vets, there’s variance in tone and direction depending on outfit, etc.
- Architecture: We bounce around quite a bit but work is always done to make places feel like actual towns, bases, and cities
- Intro : Crew Expendable. Immediately establishes what kind of game this is
- Intro : The car ride. I can’t even begin to summarize the level of detail in this level, and the visual storytelling going on everywhere…
- Intro : …easily earning two positives for what is essentially a barely-interactive cutscene
- Storytelling Mechanics : Briefings. Lots of info is given very quickly and often powerfully in the briefings, and the satellite radar approach helps to sell both the detachment and the modern feel
- MSQ : Proper escalation and foreshadowing in Blackout, with Kamarov and Nikolai
- MSQ : Death From Above. This is probably the second best mission in the game narratively. The detachment, the deliberate lack of music, the total dehumanization of the targets, the dull tones of the crew, the cold professionalism, all seen through the eyes of the person on the radar telling someone else to push a button that kills people…
- MSQ : …easily earning…
- MSQ : …three positives
- Moment : You know the one. Don’t front. This moment… it’s perfectly built up and paid off, it’s literally the fulcrum of the series, and… it hit a lot harder than I thought it would…
- Moment : …earning…
- Moment : …three positives
- MSQ : Shock and Awe
- Cutscene : Shock and Awe
- Banter : Love the banter between the squad mates
- Outro : The Outro does a great job of raising the stakes without getting ridiculous, and feels incredibly tense…
- Outro : …but the finale where we’ve already won, and need to just survive, and finally being rescued by Kamarov, is a great moment
- Brickwork : Really great brickwork in this one…
- Brickwork : …just… everywhere really
- Theme : Modern war… sucks
Story Negatives:
- Writing : A weirdly large amount of ‘just go with it’ slides under the spectacle throughout
Gameplay Positives:
- Intro : Crew Expendable. Good pacing, good structure, good tutorial
- Tutorialization : The obstacle course. Gets across an idea of what to do and how to play, but also encourages the player via score and distinct scoreboard to repeat it just for fun
- HUD : Minimalist (and reactionary) without being obtuse, very helpful on the fly
- MSQ : Blackout, and the gradual encirclement and finally push through the village
- MSQ : Charlie Don’t Surf, and the charge into enemy held territory
- MSQ : Hunted. Night-time sequence that bounces between stealth and loud
- MSQ : Death From Above… a good turret mission, go figure. This is a bit better on the narrative axis than the gameplay one but it’s still fun to play
- MSQ : Shock and Awe… tense, short, and well paced between holdouts, turret sections, and pushing through heavily held territory…
- MSQ: …solid double stage
- MSQ : All Ghillied Up. I’m sorry, this probably the single best mission in the game. The stealth segments, the crawl through the field, the containers and multiple routes to progression, the fact that you CAN recover from a screw up if you’re good, it’s phenomenal…
- MSQ: …a solid…
- MSQ: …triple
- MSQ : One Shot One Kill. A sniper shot (have fun with redoing it over and over by the way) followed by an intense escape sequence…
- Terrain: …and I have to give special praise to the hold the line mission because this is just fantastic. You’re given a lot of places to work with, designated vectors the enemy will come through, plenty of ammo and traps, and time to set it up to your heart’s content. How this goes is entirely up to you…
- MSQ: …and easily worthy of its own positive
- Viscerality : Guns look, sound, and feel fantastic…
- Viscerality : …earning two positives
- Kit : Not the best, but still a decent spread between turrets and guns
- Pacing : This isn’t exactly the first game that’s short to have good pacing, but what really impersses me most is how the game manages good pacing throughout. Unlike some other FPSs I could mention (including later Modern Warfare games, cough) they know when to be quiet, when to be tense, when to be dreadful, and when to be frenetic, and the flow goes through wonerfully. To wit, a positive for the prologue
- Pacing : The US invasion of Madeupistan
- Pacing : The SAS evacuation of Nikolai
- Pacing : And of course All Ghillied Up and onwards
- MSQ : Sins of the Father. Tense, intense, and I love the chase
- Level Design : American missions (loud, hardware, reinforcements)
- Level Design : SAS missions (quiet, behind lines, outnumbered)
- Level Design : Final missions (somehow combining the previous two)
Gameplay Negatives:
- Raspberry Jam : Yep
- Sound Design : Very bad audio balancing on the cutscenes
- Difficulty : Boring difficulty
- Encounter Rate : Monster closets
- Visual Distinction : While deliberate, it’s very hard to tell enemies, friendlies, and civvies at a glance
- Bug : Consistent crash on The Bog
- Outro : The Outro… is honestly kind of the worst aspects of the game combined. Terrible visibility, inconsistent checkpoints, lots of enemies, etc.
- Graphics : Entirely too much visual noise and irritation and jarring camerawork

Still one of the best shooters I’ve ever played. Amazing story beats, pacing, and themes. Great level design, great level pacing, great kit and gimmicks. Massively recommended.
Type Of Review: Veteran RunTotal Story Score: +45
Total Gameplay Score: +32
Golden Number: 267.99
Cheats: No
Total Play Time: 1 days / 6.57 Hours
Time Reviewed: 03-06-2022
Story Positives:
- Visual Storytelling : The initial, expansive base under Shepard
- Brickwork : S.S.D.D. has an astonishing level of detail going on, establishing tone and scene
- Architecture: Similar to the first game some real good effort is put into this, in fact it’s arguably better. The only major difference is you really only spend time in an area that qualifies for one segment of the game. Still, the suburbia and commercial district and of course DC area all work
- Plot : The core plot of the game is surprisingly tightly knit
- Foreshadowing : This allows the game to have plenty of foreshadowing
- Internal Continuity : And the internal continuity similarly remains tight throughout
- External Continuity : The game also is made much better by how it follows through, both literally and thematically, from Modern Warfare 1
- MSQ : No Russian speaks for itself. It’s everything it needs to be, and for that…
- MSQ : …it gets two positives
- NPC Set Dressing : Excellent usage of NPCs in the cityscape areas to flesh out the story
- Brickwork : Brazil is just… gorgeous
- Doodads : Brazil also has insanely good doodad design
- Doodads : No Russian (the airport) similarly nails the Doodad design
- Storytelling Mechanics : Pre mission satellite briefings are awesome as always
- Moment : The voice acting, presentation, and immediate professionalism of the ACS glitch… followed by the invasion
- Visual Storytelling : Wolverines mission tells a lot just by looking around as the russian troops airdrop into suburbia
- Voice Acting : The main characters are excellent of course…
- Voice Acting : …but the supporting cast nails it across the board
- Pacing : Each Act is very, very well paced. Proper lows, highs, tensions, breathers, and stressors…
- Pacing : …earning each act…
- Pacing : …a pacing positive
- Cutscene : Of Their Own Accord’s intro is one of the more chilling moments in gaming for me. It’s just the emergency broadcast… no fancy, flashy logo or graphics, no epic music, no voice over. It’s chilling…
- Atmosphere: …and part of what makes this land so hard is all the other briefings (even the last one, which has its own variance) has the music and the style and the special effects and this is just… the emergency broadcast. It’s fantastoc
- MSQ : The intro to Of Their Own Accord, by itself, deserves its own positive. The walk through the bunker, the background chatter…
- Visual Storytelling : …and the walk out into Washington DC, and the trench warfare
- Babylon 5 Effect : The story really looks different the second time around
- Brickwork : Contingency continues the brickwork excellence
- Moment : The astronaut watching the nuke go off is very, very well executed
- Sound Design : General. Awesome sound design
- Sound Design : Second Sun gets its own sound positive for the proper use of no music, as well as the muted eeriness of it all
- MSQ : Second Sun of course is amazing, what can I say
- Tone: Hammer down is in effect, I repeat, hammer down is in effect
- Moment : The finale of Whiskey Hotel. The chilling normalcy with which the rangers speak of revenge upon Moscow
- Moment : Do not trust Shepard. I repeat; Do not trust Shepard
- Characters : Good main cast
- Characters : Good supporting cast
- Moment : Just Like Old Times intro and speech by Price. It’s exactly as powerful and to the point as it needs to be. No grand gesture, no great victory, no ‘beat the bad guy and win’… we’re here for just one thing
- Banter : As usual, great banter throughout
- Brickwork : Suburbia has the usual excellent brickwork
- Brickwork : Whiskey Hotel, ditto
- Consequence Storytelling : A lot of actions are followed through very smoothly and naturally
- Outro : The entire outro is fantastic, up to and including…
- Outro : …the final knife fight, and the dead men in the desert
- Themes : Revenge, what is it good for, absolutely nothing
Story Negatives:
- Writing : Hollywood nonsense…
- Writing : …more hollywood nonsense
Gameplay Positives:
- Kit : Good gun variety
- Controls : Plays very smoothly compared to its predecessor
- MSQ : No Russian… the optional nature of the earlier mission is nice, but what’s really good is the charge through the airport against entrenched defenders
- Options : The ability to bypass No Russian (twice)
- Enemy AI : Very good AI in general
- Friendly AI : For both friends and foes
- MSQ : Wolverines… you start off fighting through suburbia, have to hit the gas station, then the burger town, and the whole time there’s no feel of arduousness or backtracking. Enemy placement and design varies, as do the tools you have at your disposal…
- MSQ : …earning it two positives
- MSQ : Takedown. Despite the frustrations, it’s still a great showcasing of the new AI and dynamic nature of the firefights
- MSQ : Hornet’s Nest. Ditto from before, but without the irritation this time, plus some excellent variety and pacing…
- MSQ : …earning two positives
- Viscerality : All the same viscerality of the last game, but now with even more…
- Viscerality : …earning two positives
- Pacing : The gameplay in general is very well paced across the board
- Pacing : Act I continues pacing both within and across missions
- Pacing : Early invasion missions are just… awesome
- MSQ : The Only Easy Day Was Yesterday is a very fun joint infiltration and assault mission, varying up both
- MSQ : Of Their Own Accord is honestly one of the better mid game missions…
- Pacing : …getting its own pacing positive
- Pacing : End game…
- Pacing : …times two
- MSQ : Whiskey Hotel. Hammer down is in effect
- MSQ : Second Sun. Just… Second Sun. Somehow these missions continue to one up each other…
- MSQ : …making it the best mission to date…
- MSQ: …and our first solid triple
- Mid Mission Checkpoints : Very well placed, and reasonably spread
- MSQ : Loose Ends continues the trend of excellent missions. It’s brutal, in all the right ways, gives you a ton of kit, and tons of options for how to deal with the assault…
- MSQ : …earning two positives
- MSQ : Endgame. The final assault, chase, the whole thing is just great
- Music : Excellent music
- Yoshi Drums : And excellent Yoshi Drums
- Replayability : While this exact version (the remaster) lacks the Spec Ops missions, the main campaign continues to be very replayable
- HUD : Same good minimalist HUD design from the last game
- Sound Design : Fantastic sound design, between barks and directions giving you a lot to decide what to do very quickly
- Song : Betrayal
- Difficulty Curve : Smooth and fun
Gameplay Negatives:
- Railroading : The ease with which the action setpieces can go badly, completely screwing the entire section, is just irritating
- MSQ : Takedown (geometry and dead ends)
- Raspberry Jam : Not as bad as the original believe it or not, but still there
- Visual Distinction : Same ‘hard to see’ deliberate issue from the first game

This is a review for the remastered version of the game. The game that codified so many gaming concepts, if you haven’t played it I highly recommend it. It dips in quality after Act 2 (and almost never recovers thereafter) but the story’s still legit and the game is still a classic for a reason. Historically significant.
Type Of Review: Veteran RunTotal Story Score: +60
Total Gameplay Score: +1
Golden Number: 68.77
Codifier: The Diablo ARPG Format
Cheats: No
Total Play Time: 3 days / 24.42 Hours
Time Reviewed: 03-28-2023
Story Positives:
- Cutscene: The original cutscenes were incredible for the time, but the resurrected versions are even better. The sheer fidelity on display is insane and needs to be mentioned as its own point. This is some crazy good stuff…
- Cutscene: …and across the whole game…
- Cutscene: …deserves its own triple
- Cutscene: So the opening cutscene is even better than the original while still retaining the same motif and theme. Marius, our viewpoint character (arguably the main character)’s perspective and the sheer horror he’s been dealing with. Also a great, very personal showcasing of exactly how messed up the events of Diablo 1 really were. And everyone there dies simply for the sin of being present
- Voice Acting : This is when Blizzard had really started getting good with voice acting…
- Voice Acting : …and it shows
- Background Lore : Random dialogues with the villagers at multiple steps throughout
- Atmosphere and Tone : Yep, it’s appropriately horrifying
- Humor : The Cow Level. Moo moo moo. Moo
- Characters : Generally memorable, amusing characters
- Architecture: There’s actually several ‘towns’ (obviously, I suppose, one per Act) but there’s a decent amount of work put into making each town feel reasonably large for what it is. Special shout outs to Lut Gholein and Harrogath
- Spritework : Absolutely excellent, varied spritework for the classes…
- Spritework : …for a full…
- Spritework : …three positives
- Spritework : Enemies. My goodness, enemies. I could gush for days about the enemy sprites…
- Spritework : …for another bundle…
- Spritework : …of positives
- External Continuity : The story is a direct sequel to D1, and does a good job of continuing not just its threads, but using it for the betterment of the overall work
- Music Direction : Each song is not just great by itself, but wonderfully designed to accentuate the different locales across Sanctuary
- Brickwork : Okay so here’s the deal. Diablo 2 R’s brickwork is crazy good, some of the best brickwork I have ever seen. (Sidebar: I went back to audit this up a bit to make it more up to code with the modern review detail and even as of this moment this game still has one of the highest Brickwork and Doodads scores we’ve ever given). We have some of the original visuals (which are already good) but the new stuff is bonkers good. Rather than try to type of specifics in each act and subzone, I’m just going to jot down rough positives based on overall quality. So… Act 1 green fields are great looking of course…
- Brickwork: …a strong double
- Brickwork : Act 1 green fields original
- Brickwork : Rogue Encampment…
- Brickwork : …for a double
- Brickwork : Rogue Encampment Original
- Doodads : Alongside this is some excellent doodad design. I mean of course there’s good doodads, Blizzard literally invented the term. (Or popularized it? I’m not usre). Either way, the Rogue Encampment
- Doodads : Rogue Encampment Original
- Visual Storytelling : The Rogue Encampment and the ‘temporary’ nature of it on a major throughroad
- Visual Storytelling : Rogue Encampment Original
- Doodads : Act 1 in general. Rocks, bushes, houses, fences, broken tools, roads, torture devices, usual stuff
- Brickwork: Act 1’s caves aren’t much, but I am quite fond of the Monastary itself. Starts off fine in the exterior, gets worse as we descend into the Jail, and at the very bottom we start to see Hell forming an outpost
- Character: Act 1’s supporting cast. Akara is fairly basic, but we get the wonderful Cain and his just-serious-enough hamminess. Also the delightful Gheed, the adorable Charsi, and the reliable Warriv (whom we’ll see again later)
- MSQ: Act 1’s entire throughline is interesting. Under normal circumstances it’d be pretty high tier (indeed, Act 1 of D2’s plot is already higher scale than all of D1) but it’s kept grounded by our interactions with the individuals struck by their flight from the fortress, and of course culminates in having to retake ‘our’ own home base now corrupted by Andariel
- Cutscene: Act 2’s cutscene does a wonderful job of conveying how awful the Aranoch Desert is, and of course establishing the Wanderer’s overall goal and what awaits us in Act 2.
- Brickwork : Lut Gholein…
- Brickwork : …for a full…
- Brickwork : …triple
- Brickwork : Lut Gholein Original
- Doodads : Lut Gholein…
- Doodads : …for a double
- Doodads : Lut Gholein Original
- Character: Act 2’s in general, again. Though there’s more of them and they have a bit more flavor this time. Atma and her earnest pleas, Drognan as the local wiseman, Elzix as our Gheed replacement, Fara the ever-useful and supportive, Geglash suffering in the corner, Greiz who’s just trying to deal with all this, Jerhyn who is clearly in over his head, and Lysander adding a bit of levity to events…
- Character: …solid supporting cast
- Brickwork: Act 2 desert
- Brickwork : Act 2 desert original
- Brickwork: Act 2’s interiors. No I don’t mean the memorable stuff, just things like the Claw Viper Temple, or the Maggot Lair
- Brickwork : Palace interior
- Brickwork : Palace original
- Brickwork: I was originally torn on if the Arcane Sanctuary deserved visual positives or not. Ultimately I decided it does ‘set the scene’ (which is what Brickwork, really, boils down to; Set design) and is certainly memorable enough to count
- Pacing : Act 2 pacing and flow
- Atmosphere: Act 2’s actual plot is fairly weak (the ENTIRE act is just getting plot coupons to open Baal’s seal only to find out we were too late) but where it succeeds is sheer atmosphere. What we see, everywhere, is how bad things are getting simply because the Wanderer happened through this area. All of this is just the side effects of the presence of one of the Prime Evils
- Cutscene: Our first real action piece. They don’t show much of the fight but we do get several interesting tidbits here amidst the destruction and terror. First, Baal was able to use Tal Rasha’s own desperation and pain to give an earnest plea to Marius. Second, Baal and Diablo both are enough to overpower Tyrael. Third, we see how good intentions combined with a rather, dare I say, devilish twisting of perception (the fog of fear and pain and fatigue) can lead to tragedy
- Brickwork : Kurast Docks…
- Brickwork : …for a double
- Brickwork : Kurast Docks Original
- Doodads : Kurast Docks
- Visual Storytelling : Kurast Docks which, as a reminder, is actually a part of the city, showcasing just how much the jungle has encroached on Kurast
- Character: Act 3’s supporting cast. Alkor (another amusing character), Asheara (we’ll see her again!), Hratli (guide and smith), Meshif (reliable passage securer), Natalya (hm), and of course Ormus (who doubles as our local wiseman)
- Brickwork: There’s actually several distinct biomes in Act 3. First we have the jungle itself of course, which looks exactly as overgrown and messy as it should, with rivers and vines everywhere
- Brickwork: Then there’s the spider caves and fetish nests and while I’m at it the friggin’ sewers. The frickin’ sewers.. sigh
- Brickwork: The city center, what’s let of it, with its interesting architecture and rain-soaked buildings and lovely fortress walls
- Visual Storytelling : Kurast city proper, and the showcasing of what’s left of a city totally consumed by evil
- Secondary: Act 3 probably has the most interesting side quests in the game (something Blizzard is somewhat known for). The Jade Figurine which involves a bunch of background lore, rebuilding the warding spell to keep the Docks safe, procuring Khalim’s… literal body parts (yes I know this is technically MSQ), and a book all about the Prime Evils
- Brickwork : Hell in Act 4. It’s honestly one of the most boring looking zones in the game, but still worth a positive
- Cutscene: So we see the end of Marius. And as is typical for the Diablo series the final fate of the protagonist is to die horribly. This continues all the themes of Marius’ story thusfar. The nightmares and memories blending. The trials and tribulations of the world weighing down on him. The skewed perceptions of reality. And the horrors of Hell upon the normal mind. In the end he crumbles, desperate and pleading, begging
- Cutscene: Then the Act 5 cutscene plays. I admit I’m very fond of this one. There is a LOT of detail going on and a lot of implication and presentation. The size of the army, the gates closing behind the emissary, his attempt to build himself up only to slump, defeated, before he does his speech. And Baal silences him with a single word, leaving him huddling and holding his hat in horror. And Baal, who has been shown to have a streak of playing with his food (see what he did with Marius) makes sure the man knows his fate before he kills him. And the death itself is very ignoble. Just a quick splat, and he’s gone. Love this…
- Cutscene: …a solid double
- Brickwork : Harrogath…
- Brickwork : …gets two
- Doodads : Harrogath
- Visual Storytelling : Harrogath and the siege
- Brickwork : Act 5 in general
- Visual Storytelling : Bloody Foothills
Story Negatives:
- Plot : Act 2 finale. The ‘battle’ between the forces is honestly pretty badly choreographed, Diablo just has no issues whatsoever in getting there before you, there’s no sign of the fact that they got there first, and the whole thing fails at its intended purpose of having the player ‘lose’
- Writing : Also, Tyrael just sort of… deciding Marius needs to be the one to carry the stone east is ridiculous on every level. This level -3 Human Commoner is supposed to go INTO HELL and smash a soulstone
- Writing : Why is Marius dragged along for so much of the plot? There’s no point or benefit in it until he accidentaly’s Baal’s soulstone. Yes I get that he’s the protagonist that doesn’t answer WHY he is
- Story Sequencing : Act 3 main plot. You really do just kind of tumble forward down the metaphorical stairs of the jungle until you’re ready to kill Mephisto
- Writing : How the hell is Marius there in the Durance of Hatred? No, seriously, think about this for a moment. Think about all we had to go through to even OPEN THE DOOR to this place, nevermind get to it and through it
- Plot : Act 4 and the absence of story. There is no real narrative to Act 4. After everything we’ve done we’re just killing the D Man now
- Story Sequencing : There’s a whole lot of ‘how did we get here’ or disconnected tissue in the narrative. This never really stops
- MSQ : So Nilathak is evil, barely explained, and insists on betraying us despite everything, for some reason, and…
- MSQ : …it was all for nothing because what Baal was doing was ultimately barely affected by this
- Outro : Cutscene: There’s… so much wrong with the Outro. Baal goes for the stone, corrupts it? Somehow? Also Tyrael is like okay let’s blow this sucker up. And worst of all, what’s it all for?
- Outro : Who knows. Typical Blizzard ending
- Brickwork : Act 5 Original. It looks… bad. Like, actively bad. Brown and orange and grey splotches
- Internal Continuity : Whole lot of ‘because plot’ just flinging around everywhere
Gameplay Positives:
- Alternate Leveling : Talents as a core system (effectively invented by DII)
- Alternate Leveling : Talent synergies (and how they help you to not waste points in your build)
- Level : Arcane Sanctuary (probably the best level in the game, neat gimmick and rewarding without being too frustrating)
- Builds : While somewhat limited by connected systems, there’s plenty of good Build gameplay here
- Co-Op : Co-op exists
- Co-Op : Campaign co-op
- Core Mechanic : Shrine system and its various benefits (including Wells)
- Encounter Design : While exceptions exist, there are plenty of good examples of good encounter design
- Enemy Design : The good enemies are pretty legit
- Enemy Variety : Surprisingly good enemy variety
- Enemy Variety : Second positive for enemy variety
- Hub : Lut Gholein
- Hub : Pandemonium Fortress
- Hub : Rogue Encampment
- HUD : Informative, helpful, good at-a-glance
- Interface : Mouseover & Tooltips
- Intro : The first bits (starting next to an NPC who gets you started, beelining Akara, road leading to the first dungeon, and shown how to both ‘sweep’ an area and forced into a unique encounter) all work really well to get you into the type of game this is even if you’ve never played D1 or similar games
- Itemization : Charms and the trade off they offer (inventory space for stat bonuses)
- Kit : Amazons. Javelins, bows, buffs, and nukes…
- Kit : …for a double
- Kit : Assassins. Shadow abilities, traps, or monking it up…
- Kit : …for a solid double
- Kit : Barbarians. Passives, AOE fun, and of course HUP…
- Kit : …for a double
- Kit : Druid. Druid is… a bit weak compared to the other classes honestly. There’s shapeshifting, elemental spells, and summons, but each of them is ultimately just a bit of a weaker variant of other classes
- Kit : Necromancer is one of the best classes in the game. Buffs, debuffs, lots of good synergies, great and useful summons with good variety, and of course some of the best nuke spells in the game…
- Kit : …for a solid…
- Kit : …triple
- Kit : Paladins. Seemingly simple, but the auras and buffs can really change playstyle, and synergize very well in co-op…
- Kit : …for a double
- Kit : Sorceress. While weaker in higher difficulties, the three branches all play pretty substantially differently (frost for debuff, lightning for randomness, fire for straight damage and dots) and each one has a good variety of types of spells to keep things interesting…
- Kit : …for a solid…
- Kit : …triple
- QoL : Several small but neat QoL changes in the remaster
- Music : Tristram’s music continues to be awesome… oh and other good songs too
- Options : From the remaster, lots of good new options
- Party AI : Surprisingly good on the henches
- Traversal : The waypoint system is good enough to qualify as a positive I’d say. Good distribution and good design to what points go where and how
- Trash : It is quite enjoyable smashing through the roaming hoards, especially at higher levels
- Viscerality : Amazon, of course. Jabbing, angelic power, lightning
- Viscerality : Druid. I have issues with it but it LOOKS cool
- Viscerality : Necromancer, mostly on the spirit and poison spells
- Viscerality : Paladin, almost entirely audio based but still good
- Viscerality : Sorceress looks and sounds good, between plumes of fire, hydras, whirls of ice, massive lightning bolts…
- Viscerality : …easy double
- Minimap : Even better than in the first game…
- Minimap : …and now with options on placement and visibility
- Replayability : Generally good replayability up to Act 2
- Replayability : Lots of gameplay mechanics which encourage replay
- Song : Return To Tristram. This is a damned good song and deserves notice for it
Gameplay Negatives:
- Alternate Leveling : Runewords can only be used on grays and whites
- Audio Spam : Yeah, it’s not as bad as in D1, but it’s definitely there
- Boss : Diablo. Hits like a truck, slows you, obliterates minions, and way, way too much health…
- Boss : …for two negatives
- Boss : Duriel is the worst boss in the game, and honestly one of the worst in gaming. He hits like a truck, has a charge / moves fast, slows you, and all of that’s already irritating but then you fight him in a VERY small area which you cannot simply walk back out of. This is on top of having no warning the boss is coming, and the fact that he turbo nukes minions, which combined with his other facets makes him very unforgiving to certain specs. But all of this is compounded by Duriel’s greatest sin; he’s boring. There’s nothing to him really. Earning him…
- Boss : …a full…
- Boss : …three negatives
- Builds : While the builds are many and varied and awesome, it IS possible to build yourself into a corner especially if you don’t know what you’re doing or how committed it is
- Co-Op : Quest syncing, hassles in grouping, etc.
- Difficulty Curve : Hoo boy. The game likes to just sort of lurch forwards in difficulty periodically, and then back, and then forwards…
- Dungeon : Maggot Hole. It’s tiny, cramped, easy to get stuck in, and almost totally invalidates several builds, but it’s even worse if you’re playing with friends cuz you’ll get stuck around and on each other
- Encounter : The Venom Lord boss pack in Act 4 can go directly to hell, as all the inferno-type mobs can
- Enemy Design : Act 3 irritations, especially the inferno-type mobs
- Enemy Design : Act 4 in its entirety
- Enemy Design : Irritating enemies across the whole game
- Graphics : Framerate and related issues with original graphics mode
- Grind : End game grind for experience
- Grind : End game grind… for items
- Grind : And of course, the terrible drop rate in general
- Hub : Kurast Docks. It’s honestly legitimately badly laid out from a gameplay perspective
- Info In Game : General (how specific abilities work, how specific items operate, etc.)
- Info In Game : Horadric Cube recipes, good luck figuring any of those out without a guide or the internet
- Info In Game : Rune word recipes, ditto
- Interface : Inventory limitations. The inventory space is honestly far too small, and that’s before you consider the inventory tax of tomes, keys, and occasionally quest items
- Itemization : Ammo. Honestly, enough said, but even ignoring the ‘ammo problem’ they don’t do anything interesting with ammo etiher to offset it
- Itemization : Junk. There’s way, way too much junk and unlike some other games, there’s nothing you can really do with the junk except accidentally pick it up
- Itemization : Runewords. They’re neat, but they’re very unforgiving, they’re RNG on top of RNG, and good luck figuring it out without a wiki
- Itemization : The drop rates and spread of drops is just way, way too low, especially for how much junk enemies drop
- Kit : Druid. While every class suffers this problem to some extent, Druid is the worst in how it doesn’t even really become its own class until level 24ish and that’s just way too long to be as plain as it is
- Launch : DRM check in system requiring you to log in periodically to keep playing the game you own
- Level : Act 3 sewers. Boring, samey, over-large, and the way forward is rather random
- Levels : Jails. Plain, dull, frustrating, and hard to see
- Levels : Monastery … everything wrong with Jails again
- Lighting : Man it’s hard to see in general
- Outro : The final dungeon is okay, the final gauntlet is whatever, but Baal is yet another of those awful DII style boss fights
- Overworld : Act 3. It’s one nice big, long corridor that actually still manages to fail because there’s branching paths, some of which are mandatory (and some of which just waste your time)
- Overworld : Act 4’s overworld is either plain vanilla empty or, worse, frustrating platforms to navigate
- Padding : Act 3 jungle. This is partially due to the pseudo maze nature of the minimap but there’s entirely too much roaming for how little content there is
- Padding : Act 4 is weirdly padded for how short it is
- Prime Opt : Act 3 quests have no real rhyme or reason to them, and are actively hostile towards the player figuring them out unlike, say, Act 1 and 2’s
- Prime Opt : Rescuing the barbarians in Act 5 quest by itself is just so damned frustrating
- QoL : Talent system lack of commit/undo/idiot proofing
- Respec : It’s there, but it’s VERY limited. One per difficulty and, worse, nothing actually indicates it’s there or that it’s limited
- Traversal : The waypoints are heavily inconsistent. Some are fairly static, some are designed to be ‘in the path’ or useful, some can be wherever, and huge swaths of time can pass between them
- Traversal Mechanics : Stamina. I honestly want to give it more negatives, but I can’t in good conscience, but I still hate it and how it doesn’t really do anything other than make you occasionally move slower
- Visual Continuity : Act 3. Good luck figuring out where you are, where you’ve been, and where you need to go
- Visual Distinction : Act 3 Original. The visuals are REALLY bad here, to the point where it’s a barely-varied palette and paths and terrain are legitimately difficult to see
- Replayability : Act 3 and onwards actively discourages replayability
- Penalty For Failure : Dying can REALLY suck in the wrong circumstances

While the plot sucks in several ways, especially early on, and it gets a bit too hollywood at times, there’s still a lot of amazing storytelling here. Little side stories, great voice acting, amazing visuals, memorable characters, grounded storytelling. And this is on top of a game that got years of patches and polish to make the gameplay pop top to bottom, with a huge variety of builds, kit, difficulty options, and content to peruse. Amazing game, highly recommend.
Type Of Review: Veteran RunTotal Story Score: +124
Total Gameplay Score: +200
Golden Number: 1104.97
Cheats: No
Total Play Time: 5 days / 29.12 Hours
Time Reviewed: 4-4-2023
Story Positives:
- Cutscene : The opening cinematic. Let’s get this out of the way; Blizzard does good cutscenes. They have since Warcraft ONE. So of course the fidelity is through the roof…
- Cutscene : …but this also does a good job of setting us up for where we’re at and what we’re doing. Deckard is convinced things are about to go down again, he has a niece named Leah who’s not with him on this, and then a friggin’ meteor hits
- Cutscene : Class opening cinematics. I love the style of these, and while all of them follow the same patterns, they get across a ton of tone between the main characters
- Architecture: Diablo 3 really does some great work with architecture. While most of the town areas themselves do good stuff here (especially Caldeum) there’s a lot of work done to make these cities feel like they’re not just exclusive to the hub, and the lovely backdrop really adds to making these places feel substantially larger and more immersive than they actually are. Again, Caldeum, but also Bastion’s Keep, and also the towns around Tristram, AND all of Westmarch…
- Architecture: …so that’s a very strong double
- Brickwork : Tristram. Beautiful, stubborn, stalwart Tristram
- Doodads : Tristram, as with most cities, nails it
- Visual Storytelling : Early Tristram. The pattern of the blood, the corpses, the burning piles of bodies
- Brickwork : Act 1 fields and plains. Just some gorgeous stuff here, and great usage of the painting layers…
- Brickwork : …for two positives
- Doodads : Act 1 fields and plains have lovely, lovely touches…
- Doodads : …easy double territory
- Background Lore : Tristram. The stalwart defenders managing to hold their own despite being swarmed with the dead
- Brickwork : The Cathedral of Tristram. Just the right mix of peaceful sanctuary and disturbed tomb, and some absolutely great color distinction that keeps it from being dull greys, all accented by good color usage in the lighting and the crater from the meteor…
- Brickwork : …earning two positives
- Doodads : The Cathedral and its bowls and books and scrolls and tables…
- Doodads : …solid double
- Background Lore : Everything about the madness of Leoric and how awful that period of time was
- Visual Continuity : Act 1. The path from New Tristram to Tristram, the Cathedral, the side area later that shows parts of the Cathedral, the trek up the mountain that shows the previous zones in the distance
- Brickwork : Leoric’s Manor. While small, a lot is put into a little to distinguish it (I’m especially fond of the placement of wealth and pride)
- Doodads : Leoric’s Manor and all the horrible details
- Doodads : And of course the Halls of Agony. I shall refrain from mentioning the SPECIFICS of what’s here but I think you can guess
- Visual Storytelling : Leoric’s Manor. So much is told so quickly. If you never played Diablo 1, fear not, the whole game’s story is right here
- Characters : Act 1 supporting cast. Captain Rumford, the guards at the gates, the guards speculating on how to help more, the husband and wife duo, etc….
- Characters : …solid double
- Intro : While the plot stumbles a lot, the Intro is actually quite legit at establishing tone, theme, and stakes
- Cutscene : Technical excellence and storyboarding of the Act 1 end cutscene. You’ll notice I’m only praising it from a technical perspective, and that’s because it’s not that great. There’s SO many questions it brings up and honestly they’re never answered. Nevermind the obvious fact that Leah goes immediately from ‘I don’t believe at all’ to ‘I am a true believer’ in the space of this one cutscene. I get it, but it’s jarring as hell
- Characters : Act 2 has a really great supporting cast. The cast out noblewoman and her guard, the people in the tavern, the mercenaries, the merchants, the peasants… there’s so many good characters here…
- Characters : …that they deserve two positives
- Character : Special mention; There’s a woman, Kala, who has no quests and no direct connections to anything you can talk to in camp. She starts off in a rather wealthy garb and serves as a surprisingly humanizing look into the nobility of Caldeum. She shares some of her poetry, admits she was terrified for her life (there’s one line which KIND of implies she was willing to die in the camp via letting someone murder her for her clothes and jewels, but no one does), and eventually decides to sell her courtier regalia to take to the road. Little touches like this are why I say Diablo 3 has a good story
- Brickwork : Caldeum, despite only really being one screen (plus the lead up to the Belial fight) deserves its own mention for being absolutely gorgeous. Looks exactly like what a prosperous desert city should
- Doodads : Caldeum as usual deserves its own positive
- NPC Set Dressing : Caldeum really feels like a living, breathing city
- Brickwork : Act 2 deserts. Little less usage of the paintings, but more usage of little touches and details…
- Brickwork : …for two positives
- Doodads : Act 2 really ups the doodad usage…
- Doodads : …especially with the homes and roads and rocks and cliffs and crags and worksites and, uh, the horrible torture implements. Hey it’s a cult, you gotta horribly torture people
- Brickwork : Act 2 Oasis deserves its own mention; the excellent doodads of the desert and the paintings of Act 1
- Doodads : Then there’s Act 2’s Oasis which goes hard on Doodading. Ferns, ponds, trees, houses, hills…
- Doodads : …easy…
- Doodads : …triple area
- Background Lore : Caldeum and the recent issues plaguing the city, getting the player up to speed on Belial’s activities along with some flavor lore
- Secondary : Caldeum side stories
- Visual Storytelling : Everything to do with Zoltun Kulle’s lair. We really get some insight into what kind of mad mage he really was
- Cutscene : Again, excellent storyboarding and technical excellence in the Act 2 cinematic. And… y’know, problems
- Brickwork : Bastion’s Keep. Lovely, brutal fortress barely holding its own against the cold and the swarms
- Doodads : Bastion’s Keep has so many wonderful little doodads, I love it…
- Doodads : …this is…
- Doodads : …an easy triple
- Characters : Act 3 pulls the same trick Act 2 did with a great supporting cast. It’s a lot of soldiers, but also the children, the wife, the mayor…
- Characters : …all great stuff
- MSQ : Defending Bastion’s Keep. This is probably the only main plot quest that’s narratively interesting, but interesting it is
- Visual Storytelling : Bastion’s Keep. Much of what’s going on is told entirely through the visuals, especially the battle itself
- Secondary : Bastion’s Keep side stories
- Cutscene : Yep, the Act 3 cinematic is still high quality
- Cutscene : …and still has several neat little nuances and details to it
- Brickwork : Act 4 is just gorgeous. The foreground has so much going for it I struggle to describe it../
- Brickwork : …but then there’s the background, the fighting in the distance, the spires, the clouds
- Background Lore : Act 4. Tons of little details helping to flesh out the war between Heaven and Hell
- Characters : Act 4 continues the Act 3 character moments and deserves its own mention. Each character also updates their dialogue at every single step of Act 4, which has its own implications in…
- Moments : The lost hope segment of Act 4. To be clear, at one point in Act 4 the avatar of hope (Auriel) is captured and held by the forces of Diablo. During this period of time everyone back in camp acts like there is no hope which… I mean yes but like there’s no CONCEPT of hope. Considering the implications already laid out by Tyrael’s removal as an archangel at the beginning of the story and it does some interesting world building
- World Building : Act 4 does so much to develop the setting in so many ways…
- World Building : …easily deserving a double positive
- Visual Continuity : Act 4. As we progress through the act we get closer and closer to that big spire in the background, and we see how the battle is progressing in real time all around us
- Cutscene : The Act 4 finale cinematic is a bit empty but still good
- Cutscene : Act 5 intro is just … really, really good. Wonderful visuals, excellent voice acting, fantastic presentation. For once I can just straight up gush about a cutscene rather than just praising it on a technical level, because…
- Visual Storytelling : …it does so much right. First the way Malthael is empowering himself (absorbing the mortal guards), confusion at Tyrael, but refusal to hurt him once he tastes his essence (after all, Tyrael has no demonic essence in him, mortal or not)…
- Storyboarding : …GREAT showcasing of his relative power level, Tyrael’s being on top of things enough to defend the one surviving Horadrim and sending him off to find us…
- Voice Acting : …and I LOVE the voice acting. Tyrael, the guards, the friggin’ Black Soulstone, and Malthael himself
- Visual Storytelling : Intro to Reapers, and Westmarch in general
- Brickwork : Early Westmarch. The dark, gothic city overwhelmed by death
- Brickwork : Westmarch proper. The city is crazy good looking, even in the midst of the apocalypse…
- Brickwork : …for two positives
- Doodads : Westmarch proper and the cityscape therein…
- Doodads : …words fail me. This is one of the most city looking cities in gaming…
- Doodads : …and the doodads are a big reason why
- NPC Set Dressing : And the people still left in the streets (or rebelling against the king, hah!) add to this
- Brickwork : The blood swamps of Act 5. These are exactly as awful and murky and swampy as they should be
- Brickwork : Pandemonium. The dark and deathly halls
- Characters : Act 5. Good lord, Act 5. This is beyond my ability to summarize properly as they really add to the entire Act. The people considering robbing us, the deserter who saved a civilian, I absolutely love these characters…
- Characters : …and they easily earn…
- Characters : …three positives
- Character : Kormac and Eirena deserve their own mention. Their dynamic is adorable, and the way Lyndon dovetails into their conversations is even better
- Moment : The various past characters moments for each class in Pandemonium
- Prime Opt : Kormac’s quest chain is great. It really fleshes out him as a character, the Templars as a people, adds great nuance, and complets satisfyingly…
- Prime Opt : …for two positives
- Prime Opt : Lyndon’s quest chain is just as good as Kormac’s. While typical, the dynamic between him, his brother, and the woman in between them as well as their chemistry and the conclusion…
- Prime Opt : …all great stuff
- Prime Opt : Shen’s quest. Never figured the jeweler would have such a cool story arc, but here we are
- Secondary : Side stories in streets of Westmarch
- Secondary : Side stories in Westmarch town
- Secondary : There are many in Westmarch and they are awesome
- Brickwork : Greed’s realm deserves its own notice for being scarily detailed and visually excellent
- Character : Covetous Shen is an astonishingly good character for what he is, kept just the right blend of serious and silly, and making me very much want to finish his quest chain by the end
- Character : Zoltun Kulle. He’s a bit basic, but he has such style and panache that I’m willing to overlook all of that
- Character : Haedrig Eamon. A great, extremely simple look at the events of the game from the perspective of the everyman
- Character : Kormac, the one true Templar. Manages layers underneath his seemingly one note character, and his arc (while expected) is satisfying
- Character : Lyndon. While the thief with a heart of gold is an oldie, it’s still a goodie, and I’m still rather fond of him
- Character : Maghda. Probably the best villain in the game (which is admittedly sad), and far more engaging despite her mustache twirling than the rest
- Characters : I’m only going to give this as an aggregate, but I love how each player character has their own personality, vibe, and tone. The Witch Doctor is kind and gentle, the Barbarian is wise and helpful, the Wizard is considerate but prideful, the Crusader is zealous but tempered, et cetera. Thus the PCs…
- Characters : …deserve a full…
- Characters : …three positives
- Humor : Whimsydale. What can I say. I think the blood is what really makes it work, morbidly enough
- Secondary : Vidian and the Sanctum of Blood side arc
- Storytelling Mechanics : Quest log and re-listen and sort options…
- Storytelling Mechanics : …very well done
- Voice Acting : Covetous Shen. Of course James Hong would nail it, but he really does manage to sound silly and serious so perfectly
- Voice Acting : Followers. Between Troy Baker as Lyndon, Sumalee Montano as Eirena, and Dominic Keating as Kormac, you have a fantastic cast that really nails it so well and elevates the characters so well…
- Voice Acting : …easily earning two positives
- Voice Acting : Main PCs. The variety of voice actors really adds to this one, to the point where I can’t possibly credit them all appropriately, and they each add to the aforementioned character of each, so instead we’re going to just give each one their own positive. So first off that’s Barbarian Male
- Voice Acting : Barbarian Female
- Voice Acting : Demon Hunter Male
- Voice Acting : Demon Hunter Female
- Voice Acting : Monk Male
- Voice Acting : Monk Female
- Voice Acting : Witch Doctor Male
- Voice Acting : Witch Doctor Female
- Voice Acting : Wizard Male
- Voice Acting : Wizard Female
- Voice Acting : Crusader Male
- Voice Acting : Crusader Female
- Voice Acting : Necromancer Male
- Voice Acting : Necromancer Female
- Voice Acting : Secondary NPCs in general. This is of course a Blizzard game, so of course the voice acting is top notch…
- Voice Acting : …earning a full…
- Voice Acting : …three positives
- Voice Acting : Special mention to Westmarch NPCs
- Voice Acting : Zoltun Kulle deserves special mention. Steve Blum is great in general but he absolutely nails it as Kulle
- External Continuity : Proper usage of the setting, for arguably the only time
- Lighting : Generally good usage of lighting throughout
- Sound Design : Generally good sound design
- Spritework : Wizard
- Spritework : Barbarian
- Spritework : Demon Hunter
- Spritework : Necromancer
- Spritework : Crusader
- Spritework : Monk
- Spritework : Witch Doctor
- Spritework : The main supporting cast
- Spritework : NPCs in Caldeum, lots of them and good variety
- Spritework : NPCs in Bastion’s Keep
- Spritework : NPCs in Westmarch
- Spritework : Enemies in Act 1, from undead to beasts…
- Spritework : …for two positives
- Spritework : Enemies in Caldeum, from cultists to insects to magical monsters…
- Spritework : …for two positives
- Spritework : Demons in Act 3 and 4
- Spritework : Enemies in Westmarch, almost entirely the reaper types
- Banter : Some surprisingly good banter throughout the whole game, mostly between NPCs but still…
- Banter : …there’s also the occasional bits between the PC and the Followers
Story Negatives:
- Gameplay / Story Segregation : Everything. I know Blizzard in general is bad at this but wow, there is such a wild disconnect here
- World Building : Myriam can literally see the future. This pretty violently contradicts how Fate worked earlier and honestly is just done to wink at the player periodically
- Writing : So Cain survives for a week in the cathedral, but never escapes, but also is fine… sssure
- Cutscene Incompetence : Cain’s death. I’m sorry, this should be a big moment, and the incompetence hurts it. Just let the dude retire guys
- Moment : Cain’s death, again. This was not an impressive scene, even technically
- Writing : Cain’s death. Look I’m sorry to keep hammering this in but this scene is BAD. Okay so it’s bad because we’re incapable of helping, it’s bad because it’s not well done (a bad cutscene by Blizzard, yeesh), but it’s also bad because it serves no REAL purpose in the narrative. I’ve talked about this extensively before but if you want to have a big shocking moment you need to do three things; Build up to it properly (even if it’s only visible in hindsight), nail it, and then have it mean something. Cain LITERALLY still has lines of dialogue in the rest of the game as he narrates the logs and lore tidbits. And we’re following HIS notes and studies as we go. What exactly changed with his death, that we have motivation now? I’m pretty sure we had plenty of reason to stop a demonic murder death cult and the literal manifestations of evil. And aside from a couple of times it’s never even mentioned again. I honestly wonder if this was tacked on later in production to be exactly what I first said; To be a big shocking moment
- Plot : So the Stranger has amnesia
- Plot : And the only reason they do that is to have their stupid reveal
- Plot : Underthought with Tyrael and the undead plague. Okay so if you’ll remember I actually gave a positive up in Act 4 when Auriel is captured by Terror and so people lose hope. Cool. So here the idea is with Tyrael gone… the… unjustly slain dead rise up?? Okay… I can KIND of get it but this would be a GLOBAL phenomenon if anything and surely there’s other ways ‘lack of justice’ would be expressed. Further more there’s a non zero chance this would have pretty serious long term ramifications but it never comes up again. And that’s why this is underthought; This COULD have been an interesting setting and plot point, but it’s actually just an excuse to fight zombies
- Moment : It was secretly Tyrael all along! Dun dun dunnn
- Foreshadowing : Tyrael and the lack thereof
- Writing : Also all of that secrecy and twist and build up and amnesia was just for the fact that… surprise… the demon lords are here. We, it’s worth noting, already knew this in Maghda’s much better done build up
- Writing : So, Tyrael does all this stuff to… hang around in town and periodically give quests. What a complete waste of Tyrael
- Writing : Leah’s plot-driven powers. This pops up periodically and yes it’s because she’s Diablo’s child (spoilers) but like… it’s some of the most overtly ‘because plot’ stuff I’ve seen in a while. This is right up there with Counselor Troi sensing a disturbance in the Force so the plot could commence
- Character : Leah’s continued insistence on disbelief is bonkers on several levels but then it’s all just there to lead up to her suddenly hitting a switch and being cool with everything, which is worse
- Cinematic : The Act 2 cinematic is neat and all but completely unnecessary, and only really functions to give the heroes their next destination
- Pacing : Act 2 Kulle section. Drags and rushed at the same time
- Pacing : Everyone’s instantly on board with every weird plot thread
- Plot : Act 3 problems. I shouldn’t have to type up more details here, it’s THE most commonly repeated complaint about the entire game. Azmodan is an idiot and then there’s the whole thing with Adria
- Story Sequencing : Act 3 problems. Seriously stuff just bounces around in Act 3
- Moment : So they kill off Leah, do it badly, and do it for no reason. This is such a weird mis-step that I know several people personally who didn’t take it as ‘she’s dead’ but rather ‘we have to rescue her soul’ and… no she’s dead. Sure
- Foreshadowing : Adria… it’s actually even worse because they both do and do not foreshadow this, and nobody picks up on it in universe
- Cutscene Incompetence : Adria is, of course, super powerful and effortlessly accomplishes everything
- World Building : Also Diablo is now the Prime Evil despite many reasons why that both shouldn’t work and the fact that it’s about to be made to be not a big thing because despite being ALL SEVEN Evils combined he’s just slightly stronger than Imperius and weaker than us
- Writing : Also Diablo has been behind everything for 3 games now despite no build up, logic, reason, or even satisfaction therein. Seriously Diablo’s big character trait is that he ISN’T the big manipulative thinker. That’s Mephisto (y’know, the villain of the FOURTH game… uh, spoilers)
- Outro : And it trips at the finishing line, as Malthael decides to free the seven Evils… so they can come back in the future. Yay… it’s okay I’m sure Diablo 4 will be super awesome and not so bad I’ll veto it from ever covering it
Gameplay Positives:
- Cosmetics : Quite a few. While not the best feature of the game, there’s a lot you can do to customize your appearance
- Viscerality: So there’s a concept I usually call Catharsis in games where you can smash vases and boxes and the like. And quite a few games have this (Dark Souls says hello) and it tends to be satisfying and fun, but I’ve never seen a game do it better than Diablo 3. It’s not just tons of fun to do, it can be part of a build too! So this one…
- Viscerality: …gets the full…
- Viscerality: …triple
- Alternate Leveling : Kanai’s Cube. There’s so many passive and cool abilities you can add to it and design around it
- Alternate Leveling : Legendary gems leveling and the cool additional features
- Alternate Leveling : Paragon Levels and the benefit of continuing to level past 70
- QoL : AOE Looting, and your pet grabbing gold
- Inventory : The inventory management in this game is honestly really good. It auto places based on space, it’s limited but not too limited, and it takes literal seconds to sort, salvage, and get right back into it. So while I’ve seen better, this still qualifies…
- Inventory : …for a full…
- Inventory : …three positives
- Trash : The trash design is excellent. Very Dynasty Warriors, in that you are intended to absolutely bulldoze through mass swarms of enemies with their own attacks and strategies, and of course some of them even help tutorialize…
- Trash : …earning a solid…
- Trash : …triple positive
- Builds : Abilities. So many abilities per class and the six slots you get to work with…
- Builds : …for a full…
- Builds : …three positives
- Builds : Followers and co-op. Both change the dynamic and both can definitely affect your build
- Builds : Kanai’s Cube. All the passives and options from Legendaries
- Builds : Legendaries in general. Those unique suffixes can completely change how you play a class…
- Builds : …for a full…
- Builds : …three positives
- Builds : Legendary gems. These too can sufficiently impact your playstyle and can be tailored to how you want to progress your build…
- Builds : …for two positives
- Builds : Rerolling. The ability to respec pretty much on the spot is great, and really encourages the player to experiment…
- Builds : …which also allows you to tweak your build as you go
- Builds : Runes. Abilities are already great as is, but the way Runes can totally change how they function is fantastic…
- Builds : …for a full…
- Builds : …three positives
- Builds : Set items and, more importantly, set bonuses. These can have the most singular impact on your build, but cannot be over-stated how many options they bring…
- Builds : …for a full…
- Builds : …three positives
- Builds : Talents. You only get a few but they are complete game changers…
- Builds : …for a full…
- Builds : …three positives
- Combat : Charges is, as it always is, a great idea when it comes to combat
- Combat : Potions. The cooldown, percentage based potion is already great, but the additional potion abilities add to it even more…
- Combat : …for two positives
- Controls : B Move. The ability to move without interacting is invaluable
- Co-Op : Campaign co-op, which allows for multiple dialogues, interactions, and full sharing on quests and progress…
- Co-Op : …for a full…
- Co-Op : …three positives
- Co-Op : Ease of co op sharing loot, even when across a huge swath of distance (often times even in different zones)…
- Co-Op : …for a full…
- Co-Op : …three positives
- Co-Op : Ease of party interaction which is smooth and fun and very QoL heavy in a lot of ways I will not detail here…
- Co-Op : …for a full…
- Co-Op : …three positives
- Co-Op : Personal loot, which means no competition necessary for loot (and they’re also shareable) and also allows for other mechanics to get involved
- Co-Op : Full co-op sharing of experience, lots of abilities which synergize with each other, and general gameplay built around co-oping…
- Co-Op : …for a full…
- Co-Op : …three positives
- Core Mechanic : Gems and related designs
- Cosmetics : Banners. Great way to distinguish them in the town and for teleporting
- Cosmetics : Dyeing. Lots of colors and the usual dyeing fun
- Cosmetics : Pets, Wings, Pennants. Mostly from seasonal things but they’re cool
- Cosmetics : Swapping freely and on the fly…
- Cosmetics : …for two positives
- Cosmetics : Unlocks. Unlock across account and shareable with party members…
- Cosmetics : …for two positives
- Difficulty Options : Obviously it can change at will, which is great, and alters damage and health… but also spawns, numbers, loot drops, and suffixes…
- Difficulty Options : …for a full…
- Difficulty Options : …three positives
- Graphics : Foreground culling. It’s a nice feature to help with visibility while still keeping things like cities or trees or canyons
- Core Mechanics : Followers: Not the best, but with some abilities, decent AI, and the full gearing, they’re a good aspect of the game
- Info In Game : Kanai’s Cube tells you exactly how to use it and what you get out of it
- Info In Game : Lots and lots of info on all the actual stats you can have in your game…
- Info In Game : Significant information available on inventory screen
- Info In Game : …leading to two positives
- Interface : Chat colorization options
- Interface : Indicator when you have new dialogue to listen to. Honestly this is such a great feature it deserves its own recognition for how much padding and aggravation it removes from the game. No running around the ship or town, constantly talking to everyone JUST in case they have something new to say, just… it’s there, over their heads, and the text itself is indicated as to what’s new and old. This is so great by itself…
- Interface : …that it deserves…
- Interface : …three positives
- Interface : Information in skill mouseover
- Interface : Kanai’s Cube in general
- Interface : Mouse-over is great, rapid fire, and gives a ton of information at a glance, to the point where I can spend literally less than a second or several minutes poring over those tooltips depending…
- Interface : …earning a full…
- Interface : …three positives
- Interface : Bonus points for how it has a toggle to show even more detailed information, including ranges on stat rolls on gear, which is so useful in general but especially for rerolling
- Interface : Profiles and ability to look up everything
- Itemization : Cursed chests. Complete a challenge task to get bonus loot
- Itemization : Targeted loot. Inclined towards loot you’ll like and use, but not always
- Itemization : Treasure Goblin and their varieties. Each gives their own type of thing, and in huge quantities
- Kit : Barbarian kit. This is hard to even properly enumerate, especially given that this might be some of the best class design in… all of gaming. So we’re going to divide this into a few categories of positives per class; Basic (which mostly means at max level), while leveling (so how good is it initially), and synergistically (so how well it works with both itself and other classes). So! Barbarians at endgame involve a lot of ‘destroying everything in your path effortlessly’ stuff, with lots of options for chippershredding or super nuking…
- Kit : …for a full…
- Kit : …triple
- Kit : Barbarian Leveling is some fantastic stuff. Even at level 5, nevermind 50, Barbarian is an absolute ball and gets great options and skills very early on…
- Kit : …earning…
- Kit : …a triple
- Kit : Barbarian Synergies are damned good, both with itself and with other classes. Seriously, a Barb on the team equals awesome…
- Kit : …for a double
- Kit : Crusader. Charges, swings, nukes, buff hits, debuff hits, and tons of mobility…
- Kit : …for a solid…
- Kit : …triple
- Kit : Crusader Leveling feels strange at first, but does a lot right. Doesn’t hit quite as hard as other classes, but almost always does something in addition to just doing damage. This escalates nonstop throughout the leveling curve, as more and more amazing options get tacked on…
- Kit : …for another…
- Kit : …triple
- Kit : Crusader Synergies are just as good as Barbarian, especially with those wonderful debuffs…
- Kit : …for another double
- Kit : Demonhunter. So, Demonhunter lags a bit behind most of the other classes. It has a few issues while leveling, and some of its abilities just don’t work as well as they look like they should. It’s still a great class, but by D3 standards it’s merely okay…
- Kit : …enjoying a mere…
- Kit : …triple
- Kit : Monk is also in a weird place. It’s not super great while leveling and has a few issues, but it’s still a fantastic class with some fascinating staggering attacks and combos, as well as a lot of mobility…
- Kit : …for a solid…
- Kit : …triple
- Kit : Monk Synergies. This can get frenetic, but it definitely works
- Kit : Necromancer. So, Necro is kind of bonkers good. Huge variety of skills, very tight design behind them, and great usage of the new resource type (enemy corpses)…
- Kit : …for a solid…
- Kit : …triple
- Kit : Necromancer Leveling might be one of the best leveling experiences in the game. You have tons of options and at every stage of things gain even more new amazing options for how to play. Long ranged, short ranged, corpse focused, spreading AOE, nukes, it’s all here…
- Kit : …easy…
- Kit : …triple
- Kit : Witch Doctor is a fascinating class. You can be a full on summoner, but you can also be different types of summoners (big super strong, lots of weak, or even burn your own minions to do damage), but also a nuker, or a DOTer, and any combination thereof…
- Kit : …for a solid…
- Kit : …triple
- Kit : Witch Doctor Leveling, as you might imagine, is just as friggin’ good. You constantly get new tools to either go hybrid or full focus on a specific playstyle and it never stops being good…
- Kit : …earning a solid…
- Kit : …triple
- Kit : Wizard is a personal favorite class, but regardless of that it is just bonkers good. Surprisingly tanky if you build towards it, or maybe being very evasion focused, also lots of damaging spells that fundamentally change how they operate depending on runes…
- Kit : …for a solid…
- Kit : …triple
- Kit : Wizard Leveling, as you might imagine, is just as good. AOEs, indirect spells, chain nukes, it’s got it all…
- Kit : …for another…
- Kit : …triple
- Levels : General dungeon design. There’s not much to the level design from a gameplay perspective, but it is still generally good
- Levels : Most of the Heaven levels are the best constructed ones in the game, keeping the randomized puzzle pieces thing going without being too patterned or too random
- Lighting : The whole game in general, but special note to the Cathedral
- Log : Chat and lore logs
- Map : Lots and lots of good info…
- Map : …worthy of two positives
- Minigame : Challenge Rifts are a great, fun, timed way to play with a unique build designed for you, up to and including gear…
- Minigame : …earning a full…
- Minigame : …three positives
- Minigame : Leaderboards in general, mostly for Rifts and the like, accounting for party size even
- Minimap : Visual distinction and color usage and visible abilities…
- Minimap : …for two positives
- Music : Generally good music. Honestly not as good as the second game’s, but still enjoyable for what it is
- NG+ : Unlocks as you go, meaning you don’t even have to beat the entire game to unlock it, nor an entire sequence…
- NG+ : …for a full…
- NG+ : …three positives
- NG+ : Keeps everything as you go back…
- NG+ : …for a full…
- NG+ : …three positives
- NG+ : Granuliarity in where you can go…
- NG+ : …allowing you to go to individual quests…
- NG+ : …which is bonkers
- Difficulty Options : Ability to lower difficulty on the fly…
- Difficulty Options : …for two positives
- Options : Not the best, but some decent accessibility options
- QoL : Ability presets are just a great idea
- QoL : Ease of morphing gems, gear, and other swapping related stuff
- QoL : Rebirth mode in general
- Respec : Great respec
- Respec : …which is worth…
- Respec : …three positives
- Respec : Can do it on the fly near instantly with good interface design…
- Respec : …which is worth…
- Respec : …three positives
- QoL : Return to entrance runes
- Viscerality : Barbarian. Big, weighty, brutal…
- Viscerality : …for a full…
- Viscerality : …three positives
- Viscerality : Crusader. The light purges and cleanses everything around it…
- Viscerality : …for two positives
- Viscerality : Demonhunter. Missiles flying, turrets, and traps…
- Viscerality: …for a solid double
- Viscerality: Monk. Speed, agility, and punching awesome…
- Viscerality: …another double
- Viscerality : Necromancer. The damned, the bones, and the brutality of it…
- Viscerality: …yet another double
- Viscerality : Witch Doctor. Hope you like swarms and swarms of screaming creatures…
- Viscerality: …because we have got that in spades
- Viscerality : Wizard is right up there with Barbarian. Fire, ice, arcane, and combinations thereof…
- Viscerality : …for a full…
- Viscerality : …three positives
- Visual Distinction : Overall, really, across the whole game…
- Visual Distinction : …for a full…
- Visual Distinction : …three positives
- Traversal : Waypoint system. Find as you go, travel from anywhere, travel instantly from town, travel instantly from one to another, the whole system is easily the best waypoint system in gaming…
- Traversal : …earning it…
- Traversal : …three positives
- Encounter Design : Generally good combinations of enemy types
- Enemy Variety : Lots and lots and lots of enemy variety…
- Enemy Variety : …earning…
- Enemy Variety : …three positives to gameplay
- Penalty For Failure : Release (timer), release at checkpoint, release in town, rez’d by friend
- Sound Design : Good sound design for loot, enemies, attacks, leveling, etc…
- Sound Design : …leading to two positives
- Replayability : Just… the best replayability. New classes, builds, modes, story zooming, story removal, challenge rifts, seasonal stuff…
- Replayability : …earning it…
- Replayability : …the coveted triple Replayability
- HUD : Enemy health bars are well designed, informative, and toggleable, in addition to just… all the general info on the screen…
- HUD : …for a full…
- HUD : …three positives
- Hub : Act 1. Reasonably well laid out, most of the major interactions right nearby, portal spot front and center
- Pacing : Act 1, and just Act 1, actually has really solid pacing throughout
- Boss : The Butcher. I love the additional mechanics and concepts they add to the boss
- Hub : Act 2. Still decently laid out, couple irritations in having to move around to access stuff but still good
- Boss : Zoltun Kulle. The dual boss fun and the wonderful spells he throws at you
- Boss : Belial. Love the mechanics, the spectacle, the camera zoom, the fun factor…
- Boss : …for two positives
- Hub : Act 3, much improved from the previous acts. The portal is completely centralized, and everything orbits around the portal area, which itself also contains the bank and identify spot…
- Hub : …for two positives
- MSQ : The siege strike setpiece is surprisingly neat and unique for being something so simple
- Boss : Diablo isn’t the best, but he’s still a fun fight
- Boss : General. There’s several and they’re all fun to some extent
- Boss : Greed. Again, a relatively simple but fun fight
- Hub : Act 5 just has a fantastic hub. Central portal, significant stuff nearby but not too crowded so no accidental misclicks, and an inner circle for immediacy and an outer circle for more questy stuff. Great hub…
- Hub : …for a full…
- Hub : …three positives
- MSQ : Westmarch cityscape is one of the better sequences in the game, with great pacing, enemy placement, encounter design
- Outro : The final dungeon is actually pretty legit for what it is
- Outro : Final boss. Honestly a very fun fight, with multiple phases and general fun and spectacle…
- Outro : …for two positives
- Boss : The Dual Bosses in general. These are great and really gel well together
- Endgame : Bounties
- Endgame : Bounties and late game viability
- Endgame : GRifts. Greater Rifts are honestly great side fun things to do, progressing to improve gems, gear, and currency…
- Endgame : …for two positives
- Secondary : Optional dungeon layout, design, and worthwhileness
- Secondary : Optional objectives on quests for bonuses
- Endgame : Seasonal stuff and variety and general fun
- Endgame : Seasonal stuff is just… a great idea really…
- Endgame : …earning three positives
Gameplay Negatives:
- Launch/DRM : Always online. There is absolutely no reason for this, it gets in the way of the game, and it’s completely unacceptable…
- Launch/DRM : …for a full…
- Launch/DRM : …three negatives
- Launch : Auction House. No, not the RMAH, the regular one… which screwed with literally everything
- Launch : RMAH. The Real Money Auction House was responsible for so, so many problems with this game that we’re still stuck with them to this very day…
- Launch : …for a full…
- Launch : …three positives
- Launch : Itemization drop rates. This is a byproduct of the RMAH, but itemization was absolutely awful at launch, to the point where you were essentially forced to use the auction house to get any kind of actual gear. This was awful…
- Launch : …and deserves two negatives
- Launch : Difficulty. The launch difficulty was really bad, badly designed, badly playtested, and it made upping the diff awkward and awful. I literally quit the game before finishing my first Inferno playthrough and as such…
- Launch : …for a double negative
- Boss : General health sponginess in several bosses
- Co-Op : 4 player party size
- Gameplay / Story Segregation : Pretty much everything
- Info In Game : There is still some stuff that is just not in the game and requires a wiki
- Music : Massive over-use of the one theme in Reaper of Souls
- Padding : Act 2 plot coupon juggling
- Padding : Act 3 dungeon stretching
- Padding : Act 3’s latter half honestly just… draaags, just like some of the worst D2 dungeon stretches
- QoL : Accidental dialogue skipping
- Padding: Randomization in lore drops
- Endgame: FOMO in Seasonal design
- Audio Spam : Yeah there’s a fair bit
- Difficulty Curve : The rather jarring jump at 61 isn’t fun

There’s a lot to unpack here, but at its core this is still probably one of the best CRPGs ever made. Proper and well designed difficulty options, encounter design, enemy design, skills and builds for the player, and levels and puzzles make for some of the best gameplay of the genre. And the story, while it has gigantic holes in it thanks to the massive development time, is still a great character focused story with good world building, quests, and central plot. This is a definite recommend. Just… restart the game every hour or so to bypass the memory leak, and skip Golems of Amgarrak.
Type Of Review: Veteran RunTotal Story Score: +114
Total Gameplay Score: +26
Golden Number: 310.82
Cheats: Yes (To bypass Golems of Amgarrak)
Total Play Time: 9 days / 63.57 Hours
Time Reviewed: 9-5-2023
Story Positives:
- Banter : All the inter-party banter is good stuff, easily earning…
- Banter : …a full…
- Banter : …three positives
- Banter : Morrigan and Allistair’s banter gets special praise
- Atmosphere : Genuine gratitude for doing the right thing. This is something only a few games really nail, but few nail it better than Dragon Age Origins where often-times your reward for helping someone is just a few lines of dialogue saying thank you, but we get this sort of thing persistently and it’s sufficiently well acted that the whole way through I find myself feeling like I’ve really helped these people…
- Atmosphere : …earning it…
- Atmosphere : …three positives
- Babylon 5 Effect : Loghain, the Darkspawn, the Grey Wardens. There’s a lot of this game that is completely different the second time through
- Storytelling Mechanic : Codex, as per usual
- Voice Direction : Extra nuances and details in every performance in the game…
- Voice Direction : …earning it…
- Voice Direction : …three positives
- Cutscene : Good establishment of what we need to know very quickly and efficiently (Darkspawn, Grey Wardens, and it’s been a while since the last incursion) all to some great voice acting
- Characters : Duncan gets some good stuff, seemingly generic good but honestly no he’s quite pragmatic and concerned with the Blight over all other things, a properly done ‘Renegade’ character
- Voice Acting : Duncan, in general but also for his narration
- Voice Acting : Dalish Origin characters. Enjoy this positive, it’s the only one I give the entire Dalish Origin
- Voice Acting : Mage characters
- World Building : Mage Origin. We learn a ton about the Fade, Magic, and demons here… as well as the Chantry and their militant arm
- Brickwork : Castles and Keeps. Some of the only decent looking visuals in the game
- MSQ : Human Noble Origin. It’s very cliche’d and very typical and very predictable… but none of that matters because it’s done quite well. It is dark, tragic, immediately gives us motive, helps establish a lot about Fereldan and several of our principle villains, and is a good insight into the politics of the country…
- MSQ : …earning two positives
- Voice Acting : Human Noble characters
- MSQ : City Elf Origin, for all its flaws, nails both railroading and motive very well, and gives insight into culture, people, and politics. I’m weirded out how well written this is considering…
- MSQ : …but it’s one of the better origins overall
- Voice Acting : City Elf Origin characters
- Characters : The Dwarf Origins and Orzammar in particular are peppered with memorable and fun side characters
- Consequence Storytelling : Dwarf Noble Origin follows through on itself quite well in how events proceed
- MSQ : Dwarf Commoner Origin is another very good origin, with tight characters, intrigue, compelling plot, and multiple gradients with the same general outcome…
- MSQ : …earning it two positives
- Voice Acting : Dwarf Commoner characters
- World Building : Dwarf Commoner Origins
- MSQ : Dwarf Noble Origin fires on every piston, between multiple paths and lots of ways to portray your character and plot and everything, all culminating in just being out-classed and struggling through anyways…
- MSQ : …earning it…
- MSQ : …three positives
- Voice Acting : Dwarf Noble characters
- World Building : Dwarf Noble Origin shares double duty with Dwarf Commoner in how it insights into Orzammar and Dwarven society
- Architecture: Good time to mention that Orzammar is the best designed city in the game, story wise. Of the many locales, this is the one that really feels like a deep, sprawling city carved into a mountain
- Writing : Some very good exposition in Dwarf Commoner and Noble Origins
- Brickwork : Ostagar. Appropriate considering it’s one of the first areas we see, and you get bits of forest, camp, tower, and of course the battlefield
- Voice Acting : Ostagar characters
- Characters : Alistair. Alistair is just awesome, interesting, engaging, well acted, well presented, and one of my favorite characters in this game…
- Characters : …earning him…
- Character : …a full triple positive
- Voice Acting : Alistair is one of the better, more nuanced acting jobs in the game…
- Voice Acting : …earning two positives
- Writing : Alistair’s is, similarly, very cute. He’s adorkable, has no idea what he’s doing, and is totally heads over heels in love, and you can take it a lot of directions…
- Writing : …earning it two positives
- Cutscene : The Ostagar cutscenes, logical issues aside, are still good stuff
- Characters : Jowy & Daveth. They’re only the beginnings of characters, but there’s a lot implied here, and they’re interesting despite… y’know…
- Moment : The Joining. This scene helps establish the stakes, really nails Jowy and Daveth’s characters, and helps put a bit of focus onto Duncan’s character
- Characters : Flemeth has relatively little screen time but they do a lot with it, and she is well positioned both for the plot and for Morrigan’s arc. Speaking of…
- Characters : Morrigan is the best character in the game. Layers to her make her a fully fleshed out, three dimensional character, and her arc can go quite a few different ways depending…
- Characters : …earning a full…
- Character : …three positives
- Voice Acting : Morrigan is the best actor in the game. She manages so many tiny, nuanced details in every line, but also more overt pieces, and some fun and ‘bad acting’ sequences…
- Voice Acting : …earning…
- Voice Acting : …three positives
- Writing : Morrigan’s romance is well thought out, sweet, and does great things for her character…
- Writing : …in addition to being one of the best romances in gaming…
- Writing : …earning it three positives
- Voice Acting : Flemeth, and the return of Janeway
- Plot : Why we have to do it, why the army can’t do it, why we’re recruiting. This is a GREAT hook. See…
- Plot : …the Darkspawn are an existential threat: No matter what type of character you play (within reason), all can profit from dealing with the Darkspawn. Also normally this would already be dealt with, but Loghain refusing to allow Orlesiens in Fereldan means we didn’t have the forces we were expecting to chop off the Blight early. And with the loss of not only the Grey Wardens but all functional knowledge of the greater secrets of how all of this works, we’re struggling to make do. Finally Blights normally take years (or longer…) to be dealt with. So most of the world isn’t really aware of what’s happening yet, and by the time they are we’re already on top of things. This is a great setup…
- Plot : …for a solid triple
- Plot : We’re not here to save the world, we’re here to save Fereldan… but better than that, we’re not here to save Fereldan from the Blight, not really, we’re here to save Fereldan from Fereldan…
- Plot : …and that’s…
- Plot : …amazing
- Characters : Loghain… lost to paranoia and madness, utterly incapable of managing or uniting the country. You’re probably wondering why he’s only a single positive. Two big reasons. First, it’s very obvious that most of the brilliance of his character is an accident. Second, his voice actor carries him HARD. Still a great villain
- Voice Acting : Loghain because, I mean obviously. Simon Templeman is fantastic
- Theme : Stagnation. Traditionalism is everywhere and the effects and impacts it has on everyone. I love this theme, I love the different ways it’s expressed, and I love how it’s not even a completely linear thing. Some traditions are valuable and should be respected, for practical OR cultural reasons. But adhering to them mindlessly? That’s almost universally a bad thing, and leads to so many horrible things in the game…
- Theme : …for a solid…
- Theme : …triple. As an aside I love how Loghain himself is part of this theme. I don’t blame him per say but he just CANNOT move beyond his past. And so he essentially kickstarts the entire plot
- Cutscene : The Bannorn and Loghain’s first confrontation. It’s a great example of the aforementioned Babylon 5 Effect. At first glance it’s just Loghain trying to establish himself as a tyrant… but in reality land he’s just trying to get focused on the threat (the Blight and the Orlesians) and, like a charisma-less general with the tact of a brick, he just demands it. When they don’t bend he gets angry and insists they can’t shirk their duty, which… he actually means! He really does think this is just that simple. Great sequence…
- Cutscene : …easy double
- Characters : Leliana. The convert who still enjoys the thrill of her old job, who seeks significance in her life
- Voice Acting : Leliana
- Writing : Leliana’s romance isn’t on the same level as the others, but it’s still good and it still deserves a positive
- Characters : Shale, also known as HK-47 Two, is mostly amusing, but she is quite amusing
- Voice Acting : Shale manages a great dry wit tone
- Moment : Shale’s introduction and that poor chicken
- Characters : Zevran, the man who seeks death because of how unhappy he is, who nonetheless does all he can when given the opportunity, is awesome (made even better by his romance)…
- Characters : …earning him two positives. Further positives will have to sit in his romance arc because his character arc rather abruptly stops if you don’t romance him
- Writing : Zevran’s romance is honestly weirdly great for the type of character he portrays, an it easily earns itself…
- Writing : …two positives
- Voice Acting : Zevran and his own nuance
- Moment : Character introductions in general. There’s several and they’re all pretty well executed
- Voice Acting : Sten is wonderfully blunt and has some great moments
- MSQ : Redcliffe in general (the dead, the keep, the demon). This entire arc is pretty long, pretty well done, and pretty fleshed out. There’s great side quests here, great mystery and build up, and when we finally find out what’s going on it not only makes perfect sense but also feels satisfying. And of course we have options of how this goes…
- MSQ : …one of the better overall segments…
- MSQ : …and an easy triple
- Voice Acting : Redcliffe characters
- Characters : Wynne, the motherly sort who remains buried under guilt and fear
- Voice Acting : Wynne speaks a bit specifically but she does a good job with it
- MSQ : The Fade, its lore, and its insight into characters. There’s a whole segment where you see your party members and some of them are tempted (and we see what, exactly, tempts them) and of course some of them… aren’t tempted at all. Great tidbits
- Brickwork : Orzammar is one of the more interesting areas visually. You really get the idea of the underground city carved out directly from the mountain rock
- Doodads : Orzammar, one of the only places in the game with decent Doodad design
- MSQ : Orzammar initial quests and indications of Harromont vs. Bhelen. The politicking, the arguments, the slander…
- Moment : …and I’m particularly fond of the fact that they outright kill someone just for speaking ill of one of the candidates. Out in broad daylight no less. And people wonder why I call these Drow
- Dialogue : Dwarven dialogue in general is probably some of the tightest dialogue in the game. I love it the smooth terminology usage and cultural inferences…
- Dialogue : …easy double
- Characters : Oghren, the veteran warrior who lost his wife, house, and status, and delved into drink instead to escape, but still retains his keen insight into things and willingness to help his people. I was tempted to ding him due to stuff that happens later (looking at you Awakening) but no…
- Character : …he really is that good of a character just in Origins. What really fleshes him out is there IS a character underneath the crude humor and booze
- Voice Acting : Oghren because, shockingly, Steve Blum is a good actor
- Secondary : Orzammar has some of the better side quests in the game. Most side quests in DAO aren’t… super great. But helping the dwarf who wants to be a mage, or finding the lost son… good stuff
- Characters : Branka is, by herself, shockingly evil and in a well thought out, well written, horrifying way. She might legitimately be one of the best villains in the game by sheer virtue of her massive lack of care…
- Character : …call this another double
- MSQ : The very idea of what Branka did to reach the Anvil is so many levels of horrible all on its own
- MSQ : Orzammar conclusion. Everything about the finale of dealing with Branka and Caridin and the finale with the crown…
- MSQ : …very satisfying, and can go several ways (as most of these do)
- Humor : The poet tree
- MSQ : I was originally not going to give… ANY positives for the forest sequence. But I do like the ways it can go, I do like the twists, and I do like the always awesome…
- Voice Acting : …Tim Russ. Okay this is also a positive for all the other characters in this arc but let’s be honest, Russ kind of nails it
- World Building : Urns of Andraste and our first real look into the Chantry, no really style
- Characters : Denerim NPCs and general supporting cast. Particularly fond of the noble jackasses
- Humor : The Pearl’s special encounters
- MSQ : The Rescue is, weirdly enough, really really well done. There’s a lot of possible permutations, they’re all good, and they’re all awesome…
- MSQ : …earning it…
- MSQ : …three positives
- Exposition : Lack of knowledge about Darkspawn and Grey Wardens, by total coincidence
- MSQ : Some of Morrigan’s ritual paths not only work but fit, are well acted and written, and work in character
- Moment : The charge into Denerim…
- Moment : …and Alistair’s speech. Everything about these scenes is a banger, and fulfills something very very few games do, even amongst CRPGs. Every single person you see here, the reasons they’re here to fight, the resources you have access to in the upcoming battle, that’s all because of you. YOU did that. You made this happen, because those are the groups YOU sided with, convinced, and banded together. You built that army…
- Moment : …and I love everything about this sequence
- Integration : The choices you’ve made determines who’s there for the final battle, both in story and in gameplay
- Moment : The final round up of your characters and their arcs before the final battle. This is another of those ‘up to the player’ kind of things. This can be long, short, satisfying, horrifying, and everything in between…
- Moment : …another…
- Moment : …triple
- Outro : The final charge up to the Archdemon is satisfying, visceral, and terrifying
- Outro : The final playable epilogue is an awesome way to interact with everyone one last time, but also showcase your choices regarding the characters to date…
- Outro : …earning two positives
- Outro : The final ending slides. This is probably the best Bioware ending ever made. Go figure
- Voice Acting : General, for all the good voice acting I missed, for there is so much
- Humor : Consider this an aggregate for all the moments I didn’t specifically call out. Bribing the guy with cookies, Zevran and the hermit’s home, basically everything between Shale and Sten, Shale and Wynne…
- Humor : …lots of examples…
- Humor : …for a solid triple
- World Building : Leliana’s Song, exposition and build up, and a lot of moving pieces in the background
- World Building : Soldier’s Peak and some insight into the history of the world
- Atmosphere : Golems of Amgarrak. For all its issues, it manages the tone quite well
- Atmosphere : The general tone of massacring your way through Denerim during the Darkspawn Chronicles is actually quite fun
- Atmosphere : Being a noble lord and related keep management. It’s not super great and I don’t want to over praise buuut it’s still worth noting the vibe of actually BEING a leader and making decisions which have consequences feels great
- Characters : Anders, Nathaniel, and Sigrun don’t have much time to move and breathe but they’re still good and I’m still with it
- Characters : The Architect and the Mother are both fascinating and bring up concepts that question the whole setting (that will never be followed through on but moving on)
- Doodads : Awakening in general steps up the Doodad game noticeably
- Humor : Yyyep, Awakening got me several times. Anders helped
- Secondary : The conspiracy plot in Awakening is one of the better individual arcs in the game (also Awakening in general)
- Voice Acting : Awakening Main characters all have good voice acting
- Voice Acting : Awakening side characters also have good voice acting (notably the Mother and Architect)
- Consequence Storytelling : If (if!) you are in a romance with Morrigan, Witch Hunt is honestly a great pay off for the whole affair
Story Negatives:
- Storytelling Mechanic : Limited party size problem… I’ve been thinking about this but this is just awful, for the Fade, for banter, for reactions to quests…
- Storytelling Mechanic : …earning it two negatives
- Storytelling Mechanic : This dovetails nicely into the other problem with the limited party size; gated content via Approval. You are (heavily) encouraged in both gameplay and story to seek Approval, at the cost of playing the way you want and choosing the way you want
- Brickwork : General. Whole game just doesn’t look… good
- Architecture: Most of the towns don’t… do a good job of conveying the size they’re supposed to be. Lothering comes to mind immediately, or the ONE hut near the Mage’s Tower, but Denerim is really the winner here. Supposedly a colossally sprawling city is split up into very small, bite sized areas and there’s not enough work done to make them feel like anything other than tiny little nodes on a map
- Writing : Very awkward exposition in Dwarf Commoner and Noble Origin
- MSQ : The entire city elf origin’s middle section is… unnecessary at best and tonally dissonant at worse, but worst of all its all just for its own sake. It’s shock for shock and leaning too hard into The Edge and instead it detracts from the work
- Moment : The unnecessary squick and edge of male city elf origin. What is otherwise one of the best Origins just delves into needless shock value to be edgy
- Consequence Storytelling : Lack of payoff across the board, especially for the Origins…
- Consequence Storytelling : …earning two negatives
- Writing : Ostagar has several issues across the board, especially with the total nonsense of the battle
- Writing : So… the Joinings. Lots of people can just join and it’s not treated like a big deal and everybody survives and it just sort of… cheapens the entire affair
- Writing : We’ve seen this before, but several of the good bits of character developement for a few characters (notably Zevran) are locked behind romance
- Brickwork : The Deep Roads especially. Hope you like endless grey and brown caves
- World Building : So… why do the Darkspawn have gear and torches and catapults?
- Story Sequencing : Ssssooo Redcliff is just… sitting there, on pause, and the longer you wait the less sense it makes (there’s other issues with the ‘choose your own order’ thing too)
- Writing : The Underthought of the Super Poison. This poison is SO super ridiculously powerful that NO ONE can undo it, even once we have the weight and resources of the mages and the local bann, and potentially the resources and assets of any other number of things depending on what order we do this in. And this COULD actually be a talking point, or a plot point, or even a character point! But it isn’t. It’s an excuse to go get the stupid grail. Speaking of which…
- Plot : So… the Grail quest is one of the most ‘because plot’ things in the entire game. The noble lord is super poisoned, cool, so let’s spread to the winds chasing a rumor of a relic which might exist because it’ll totally cure him. Bonus points, the relic is real and does cure him. Sure. I really have to emphasize how STUPID this is because there is NOTHING indicating this should work, it’s the longest of long shots, and it all goes so smoothly and easily you just wonder why no one else has ever managed this before. I get that ‘go find the macguffin’ is a common quest in basically every story ever but you need to work it a bit to make it, y’know, WORK. Not just this nonsense…
- Plot : …consider this…
- Plot : …a triple negative
- MSQ : So… the Landsmeet. The game really wants us to pick Loghain or Alistair and that’s fine in and of itself (even if I’m not super into it) buuut the way it’s handled is too forced and too Fake Drama. The whole thing stinks of not having enough time to massage the sequence properly
- MSQ : On the flip side, Morrigan’s ritual doesn’t work for several of its permutations and, worse, is a bit too… well frankly badly written as a base concept. It reads as a bad porno script rather than what they were probably going for. It’s a shame because if it goes well it’s great but there’s a lot of other ‘You MUST have sex with this beautiful woman’ vibes
- Moment : Anora’s speech is hilarious, but man it’s just so… so bad
- Writing : Leliana’s Song has a … lot of issues
- Moment : The horror movie sting at the end of Golem of Amgarrak
- External Continuity : The near total lack of continuity between Origins and Awakening is not great. I get why they did it and I super do not care
- Character : Oghren… in Awakening… is an abrasive, irritating, unpleasant character with nothing that redeems him
- External Continuity : Special bonus points for how Oghren is a completely different character
- Moment : Mhairi’s death is… extraordinarily badly done. She just kind of drinks, falls over, dies, and the scene moves on less than a second later as if she never existed
- Writing : Also, and this is a weird negative but… Mhairi dying was not a really good decision I think. She’s too interesting to be tossed away for what is essentially just tradition
- Outro : Awakening in general just sort of falls flat in the Outro. After everything it just devolves into a big brawl with a bunch of Darkspawn and you fight your way to the Mother aaand yer done
- Outro : (Awakening) Also good lord what a nothingburger ending
- Consequence Storytelling : If you are not one of two very tiny slivers of character, you have… no reason to do Witch Hunt, and the game provides even less
- Outro : (Witch Hunt) We cannot stand against the vague, foreboding foreshadowing… dun dun duuun
Gameplay Positives:
- Controls : Variance between top down and action modes
- Builds : While mostly an aspect of the abilities, there’s still gear and party make-up, meaning there’s a decent variety of possible builds in the game…
- Builds : …earning two positives
- Core Combat : Pausing and being able to give orders in combat is a nice feature by itself
- Core Combat : Sustained system. This is great, gradient system that allows the player to reserve a portion of their casting for permanent buffs, which can be toggled and controlled at will, at however much you want, or you can reserve your resources for casting… it’s all up to you…
- Core Combat : …earning two positives
- Core Mechanic : The Approval system and its unlocks for abilities and quests
- Saves : Good general saves…
- Saves : …and quicksaves and quickloads
- Saves : Good general autosaves…
- Saves : …and multiple autosave slots
- Core Mechanic : The gambit system is awesome, and honestly probably the best implementation of Gambits in gaming that I’ve seen. You have tons and tons of options to customize how the party does what and when…
- Core Mechanic : …earning a full…
- Core Mechanic : …three positives
- Core Mechanic : And a bonus positive for the Presets, both baked in and custom
- Enemy Design : Decent design throughout
- Enemy Variety : Decent variety throughout
- HUD : Color distinction in text and buffs
- Song : Leliana’s Song. No not the DLC the… nevermind
- Itemization : Gold, equipment, drops. The in game economy is fascinating cuz you can actually completely skip it if you want, but there are a few VERY nice items which are VERY expensive and you basically can’t afford all of. So if you want those super belts, the great weapons, or that dragon armor, you want to save up
- Kit : Archer builds for rogues
- Kit : Melee in general, for rogues and warriors both
- Kit : Two hander gets its own point for being surprisingly legit
- Kit : Sword and Board is, unironically, one of the best setups in the game, with good buffs, stances, and abilities, and more viable builds…
- Kit : …earning two positives
- Kit : Similarly, Mage is pretty legit for pretty much the same reasons…
- Kit : …in fact one of the, uh, ‘worst’ parts about Mage is they’re just TOO good. Mages are incredibly well designed and honestly I don’t recommend playing anything else on your main…
- Kit : …so, y’know, triple
- Mods : Depth of mods
- Mods : Ease of mod implementation
- Mods : The devs did eventually release a dev toolkit (though good luck finding and implementing it)
- Intro : Our first Intros, the Origins, vary in quality but overall most of them follow the same beats. This is the Choices gameplay, this is the combat, this is the interface, a micro dungeon, and usually a miniboss
- Encounter : So I don’t want to over-praise, but the entire game has excellent encounter design. The whole game is bespoke in encounter design and while not all encounters are created equally, a lot are damned good. Outsie of individual amazing encounters I’m mostly going to be highlighting areas and their general encounter design. So, naturally, this is for the Origins. Every single one of these put some real thought into who, where, and what. It’s mostly ‘people’ you fight in each of these, but not entirely. And they make sure to challenge without pressuring, and ease you into larger and larger melees as the Origins progress…
- Encounter : …very solid stuff
- All Roads Lead To Rome : The whole game oozes this. This might be some of the most ARLTR gameplay I’ve seen in a CRPG. No, seriously. So we’re going to give points on a per-area basis. First we’ll start off with Lothering, which among its many other positive traits leaves a lot of options in the player’s hands
- Choices : So this is a good chance to explain what Choices Gameplay really means. This isn’t Branching Gameplay, that’s a whole other thing (and VERY few games do that). Choices is about having… Choices in text which change some of how individual quests go (do we talk this person down, or kill them horribly, or do a skill check?) as well as informs some of the choices of the player. This often performs only one real function; allowing the player to roleplay. But this is CRITICAL in a game like this, where your character is a voiceless blank slate. You NEED good Choices to be whoever ‘you’ are. And I don’t mean ‘I’m evil muwa ha ha’ or ‘I rescue kittens for fun’. That’s ‘fine’ but what you really want is nuance. There needs to be room for self contradiction, for gradient perspectives, for having quirks and personality. Dragon Age Origins is one of the best games in the business for this. So, like the ARLTR above, we’ll be scoring this on a per region basis, starting with the Origins themselves. Each Origin has a lot of permutations of what kind of (insert Origin here) that YOU are personally. To just highlight a basic example, a Dalish Elf can literally be ‘kill humans on sight’ if you choose to be. Or you can be teasing. Or disgusted, but not enough to murder. Or legitimately trying to reach out to people. And all of these choices are from a single branch on the quest. These…
- Choices : …are very well done
- Intro : Lothering is a really good Intro. It gets across character moments, sidequests, multiple paths to victory, and is nearly completely optional…
- Intro : …earning two positives
- Choices : This is a good time to mention that the Lothering Choices are also pretty damned good. Almost all of these are pure flavor, which (again) is a good thing
- All Roads Lead To Rome : Redcliffe. Plenty of possible routes, options, and choices here to determine how this entire segment goes (also baking the Urn quest into this). This can make this quest super long and stretch across three areas, or finish it in just one, and in fact is probably the best ARLTR in the game of the major hubs…
- All Roads Lead To Rome : …for a solid double
- Choices : Redcliffe, of course. I won’t be going super in detail into each of these, just know that as per before there’s plenty of Choice Gameplay in this section…
- Choices : …a solid double
- Encounter : Defending Redcliffe. This encounter is wonderfully mean (I also like to make it a challenge of losing no one during it, which is MUCH MEANER)
- Encounter : The Drake setup in the Ruined Temple. There are several bundles of Drakes and they’re pretty well designed
- Boss : I should also mention the High Dragon itself, arguably the hardest boss in the game but definitely the funnest
- Level : Trials of Andraste, probably one of the better dungeons in the whole game. Actual puzzles, actual level design. It’s not much but it’s there
- All Roads Lead To Rome : Mage Tower. So there’s not quite as much ARLTR for this as some of the other places, but there’s still something. It also leads neatly into…
- MSQ : The Fade. No I’m serious, where are you going?! Look, hear me out. The entire dungeon is designed such that every given area you can’t finish the first time you go there because each area gives you a form which you can use in another area, which gets you ANOTHER form. They also give you permanent stat ups for doing side optional stuff. This makes for a well designed level with cool kit and great (optional) rewards for engaging in the whole system. I say without hyperbole that this is the best ‘level’ in the game…
- MSQ : …and grant it…
- MSQ : …a triple
- All Roads Lead To Rome : Orzammar. Plenty of options for how you deal with this section, at least until you hit the Deep Roads
- Choices : Orzammar also has some great Choice Gameplay and, similar to the entire Redcliffe section…
- Choices : …is a solid double
- Boss : The Broodmother. This is the other ‘hardest boss’ in the game. Adds, tentacles, stuns, tons of damage, and limited space to work with
- All Roads Lead To Rome : Brecilian Forest, as per usual. Do you like werewolves or elves? Or both? Or neither!
- Choices : Brecilian Forest doesn’t have as good of Choice Gameplay as the rest of the areas, but it’s still here
- Choices : Denerim in general
- Encounter : Ser Cauthrian. This is probably one of my favorite fights in the game. What’s funny is Cauthrian herself is certainly mean (she hits like a TRUCK with that two hander) but what really makes this fight so insane is the line of friggin’ archers she has backing her up. This fight will spiral out of control almost immediately if you don’t get right on top of it. It’s also a perfect example of a Supposed To Lose Fight; brutal, but defeatable, and it acknowledges it if you win…
- Encounter : …great fight
- MSQ : The Rescue is just a great mission. Depending on who you bring and how you do it the quest can go a lot of different ways, and there’s a gradient here too; it’s not ‘fight’ or ‘don’t fight’. Plus you can rescue yourself! Earning it…
- MSQ : …two positives
- Choices : Landsmeet, again
- All Roads Lead To Rome : Landsmeet. There’s a lot of ways this can go and a lot of stuff you can do leading up to it to affect that
- Choices : DLCs (Soldier’s Peak, Shale)
- Choices : Keep mechanics in Awakening. As mentioned up in Story, it’s cool actually making choices and acting like a noble lord
- MSQ : The multi party combat during the Outro. I love how they handle the giant party size…
- Outro : …but what I love even more is the entire mechanic of the ‘summons’. The choices you made means you get a summon bar that can pull out varying people and/or troops who then help you with the encounters on your current map. This is not only a cool feature, it gives a wonderful tangible effect for all the stuff you’ve been doing for the last 50 hours
- Pacing : Out of combat regen seems like a minor thing but it keeps the pacing good, which is important in such a long game with so much combat
- Prime Opt : Keep upgrade quests and related arcs
- QoL : Bank, respec, unlock tomes, and a few other tidbits added in Awakening
- Choices : Romance gameplay choices. There are several, and all of them are at least good
- Viscerality : Between the meaty melee and the fun magic, plus the impact of such abilities, the game has decent viscerality…
- Viscerality : …earning two positives
- Integration : The choices you’ve made determines who’s there for the final battle, both in story and in gameplay
- Level : Kal’Hirol is surprisingly decent, a good step up from Origins dungeon design
- Core Mechanic : The Darkspawn Chronicles recruit and upgrade mechanic is actually pretty fun
- Level : General dungeon design in Awakening
- Replayability : First, the game has plenty of alternate options and playstyles but…
- Replayability : …then there’s the very nature of the game and how it encourages replay given the very nature of the Choice gameplay
Gameplay Negatives:
- Starting Options : Limitations of race are already irritating but locking you into Origins per class is worse
- Bug : Audio bugs with ambient lines
- Audio Balancing : Lots of minor issues throughout
- Audio Spam : There’s not a ton but there is some and it is irritating
- Bug : Memory Leak. This is easily the worst memory leak I’ve seen in gaming, requiring a reset (on average) of about once an hour, earning it…
- Bug : …a full…
- Bug : …three negatives
- Graphics : Gross, as per usual
- Core Mechanic : Approval only effects present party members, which can lead to irritations and issues with regards to trying to raise Approval appropriately
- Graphics : Improper resolution scaling (especially subtitles)
- Graphics : One of the few spider negatives in gaming. In fact as of this typing there are exactly four games in existence that’d get this negative; This, Dragon Age 2, Dragon Age Inquisition, and Skyrim
- Choices : As per usual, the Persuasion stat is neigh-unto mandatory and limits your build potential
- Core Mechanic : Attribute and skill point tax on tactics slots (requires Cunning and Skill Points)
- Core Combat : While I do, legitimately, enjoy the core combat there’s just SO much of it that it gets old
- Core Combat : …made worse by virtue of trying to force something the game doesn’t, at its core, support
- Encounter : Forced positioning after dialogues before a fight. There are SO many fights where you do a dialogue then are immediately dumped in a fight and the game shoves your characters into disadvantageous spots without even warning you
- Inventory : I like this game (I do) but the inventory in it can go directly to hell. Limited spaces, unclear usefulness of items, lots of trash with minimal or NO real use, and large swaths of dungeoning without access to a vendor. This is only more irritating over time…
- Inventory : …for a double
- Itemization : The Injury system and subsequent item tax
- Itemization : The Rogue lockpick tax
- Music : Darkspawn’s battle theme and the repetition thereof in an expansion where we fight almost exclusively Darkspawn
- No Music : And also there’s huge, huge swaths of No Music
- No Music : Inconsistent music. Sometimes it plays, sometimes it doesn’t
- Padding : Random Encounters and trash fights
- Respec : The lack of respec in a game with so many options and possible builds hurts viability and experimentation…
- Respec : …made worse by companions coming pre-leveled without option, limiting things even further
- Seconds In Minutes : Unlocking and the Rogue of Requirement
- Choices : It’s entirely too easy to stumble into a romance, and with no take-backs or other options to avoid it
- Minigame : The Shale puzzle. Getting stuck on the terrain, taking pointless damage, and dialogue spam the whole time
- Encounter Rate : Yeah there’s honestly just… way too many trash fights in this game. Nowhere worse though than…
- Encounter Rate : …the Deep Roads. Good lord, the Deep Roads. This is just one long repetitive slog (followed by an amazing story beat and a great boss… go figure)
- Level : This is mostly a feature of level design, but the Deep Roads are a slog. Samey corridors and boring visuals in an endless dungeon fest fighting wave after wave after wave of enemies…
- Level : …earning two negatives
- Graphics : The blurry headache-inducing nature of the Fade is a toggle, which is nice, but that toggle is very unclear in its labeling, which is not
- MSQ : Fade (badly balanced, sucks for some classes, game isn’t built for solo combat). Yes I know I also gave it positives, that doesn’t change the fact that it also turbo sucks for the above reasons
- Level : More problems from the Ruined Temple and DAO’s approach to dungeon design
- Choices : So the Hardening for Alistair is already kind of vague and unnatural (unlike the Leliana one where it’s clear where it’s going) but also it has a substantial impact on how his future and the endings can go
- Encounter Rate : The Ruined Temple of the Sacred Ashes quest just has far, far too much endless boring trash fights
- Inventory : So if Alistair leaves the party heeee takes everything with him. Cute. (This is true for several characters by the way)
- Encounter Rate : Similar to the Deep Roads, the Brecilian Forest just… has way, way too much trash
- Level : Brecilian Forest, general. Very narrow, very nothing-burger, honestly feels worse designed than even the endless repetition of the Deep Roads
- Secondary : The quest designs of the Brecilian Forest are bland, boring, and worse, in some cases best left undone
- Padding : The final few trash fights and general fights (with infinite respawns) of the Outro
- Outro : The final fight with the Archdemon is passable… which is honestly the problem, it’s just another fight really
- Party : Extremely badly designed party members which you can’t respec in the DLCs
- Encounter : Severe over-tuning of several encounters in Leliana’s Song
- Boss : The Darkspawn Chronicles final boss fight is all the wrong things about escort quests magnified. The amount of ridiculousness on display here while defending a paper tiger is bonkers…
- Boss : …earning the encounter two negatives
- Difficulty : So Golems of Amgarrak can go directly to hell with its difficulty cliffs. This DLC is way, way harder than anything else in the game and nothing tells you this walking in (which is the real negative here. If it was properly labeled as ‘super optional hard mode’ it’d be fine)
- Level : For all its positives, Kal’Hirol just drags on entirely too long
- Boss : The Harvester fight is overtuned to hell and back but even if we ignore that, it’s just kind of boring
- Bug : Lots of bugs in Awakening
- Choices : Or lack thereof in Awakening. Seriously they go from great Choices Gameplay to actively badly designed Choices (misleading Choices, lack of options, lack of nuance, etc.)
- Interface : The inventory problems get worse in Awakening
- Walkthroughitis : It’s disturbingly easy to permanently miss content through no fault of your own in Awakening

We played the Remastered version for this review. The story is still pretty legit (though falls apart a bit in Brood War), and the core gameplay is excellent but the vehicle of gameplay is very problematic. Frustrating controls, limited pathfinding and AI, and awkward map interactions. Worst of all, several of the worst missions are the generic ‘kill all’ missions in Brood War which just serve as time wasters. Still absolutely worth a playthrough if you never have.
Type Of Review: Veteran RunTotal Story Score: +42
Total Gameplay Score: +4
Golden Number: 91.61
Cheats: Yes (time waster missions)
Total Play Time: 6 days / 45.44 Hours
Time Reviewed: 10-23-2023
Story Positives:
- Atmosphere : The final Brood War Protoss mission does a great job at really getting across just how overrun by the Swarm the planet really is
- Atmosphere & Tone : The Swarm slowly overwhelming Shakuras and Aiur simply by being uncontrolled
- Banter : Pisseds
- Brickwork : Brood War has generally acceptable Brickwork in the new tilesets
- Cutscene : Starcraft vanilla Intro does a lot to establish the tone and setting very quickly and efficiently without really spoiling much
- Cutscene : Brood War’s intro. The absolute chaos of the trenches, the smooth long shots of the Alexander, the familiarity with the characters, the final shot of the jaws closing
- Cutscene : Terran Vanilla outro. Mengsk’s coronation speech is great. His focus first on alien forces (identifying the ‘other’), focusing on security and threats, offering not prosperity and peace but security and unity, and trying to emphasize ‘all humans should be unified’… while under him
- Cutscene : The final detonation on Shakuras was actually pretty legit, both in appearance and in storytelling
- Cutscene : The UED final cutscene is just awesome. Just the right blend of ridiculous 50s propaganda piece, and deliberate misinformation which informs the viewer, and general amusement
- Cutscenes : Ground perspective on things, in general
- Intro : Mission 1 & 2, initial vibes and tones, establishing the ‘scene’. Duke is the obstinate jackass, Raynor is friendly and affable
- Moment : Mengsk’s speech… you know the one
- Moment : Raynor swooping in out of no where to rescue Mengsk and
- Moment : The very first briefing for the very first Zerg mission is near perfect. The Overmind states things as fact, establishing itself and its relationship to the Swarm. We now understand that the Swarm has intelligence behind it. And now we get to play as the ‘bad guys’
- MSQ : So the first few missions very rapidly but very properly set up the entire premise of the Terran campaign
- MSQ : Tassadar’s subtle storytelling with Raynor and the significance and understated exposition thereof in Protoss Vanilla 4
- MSQ : The briefing establishing the death of Zasz is well executed and presented, but also surprisingly well written; It informs the player of a weakness in the Swarm we can later exploit, establishes the nature of the hierarchical Swarm structure, and pushes the Overmind out of play temporarily to force us to deal with the situation
- MSQ : The briefing where the Queen of Blades introduces herself and the new Overmind plot has a few issues, but Aldaris being the voice of reason (and peacing out), the voice direction, playing on the player’s inclinations, and the reasonability of their current predicament all set the stage nicely
- MSQ : The reverse Alien mission through the Amerigo is some great tone setter, especially followed through by the cutscene showing the other side of things
- MSQ : The tonal usage and cutscene of UED Brood War 7. Stukov’s final speech and Dugalle’s reaction are very well acted and surprisingly well written, the events of the mission itself make sense for future events, and the humor helps contrast the tragedy of it
- Pacing : Generally good pacing across the Vanilla campaigns
- Plot : Barely surviving and constantly on the back foot during the entire Brood War Protoss campaign
- Plot : Build up for first four Zerg missions
- Plot : Protoss vanilla campaign and the perspective from the crumbling perch
- Plot : The slow escalation across the Terran campaign as the focus drifts from the Confederacy, to the Zerg*
- Story Sequencing : Surprisingly good Sequencing, again throughout the Vanilla campaigns
- Storytelling Mechanic : Mid mission stills
- Visual Storytelling : BW Protoss 1 gets special mention for doing some cool stuff to really indicate just how over-run Aiur really is
- Voice Direction : General, but noticeable
- World Building : Lots. The world is very naturally and fluidly built up throughout the narrative, and building honestly one of the more interesting and engaging settings I’ve seen. Between the three races…
- World Building : …I think it deserves…
- World Building : …three positives
- Writing : Exposition and setup in general
- Voice Acting : The voice acting in Starcraft 1 is honestly really damned good, even on an individual level. Thus we get positives for individuals, starting with the Adjutant
- Voice Acting : Raynor
- Voice Acting : Duke
- Voice Acting : Mengsk
- Voice Acting : Overmind
- Voice Acting : Kerrigan
- Voice Acting : Aldaris
- Voice Acting : Tassadar
- Voice Acting : Zeratul
- Voice Acting : Stukov
- Voice Acting : Duran
- Voice Acting : Dugalle
- Characters : Raynor. Jimmy boy is the closest thing to a main character for the franchise, but what really works for him is despite his cynicism, bitterness, and pain he never loses his core optimism and desire to do what’s right
- Characters : Mengsk. He’s one of my favorite villains (of all time) for a reason. Manipulative, driven, ambitious, and a weird combination of overly proud and surprisingly humble, willing to do whatever he has to in order to win
- Characters : Duke. This is a weird one. He starts off as the symbol of the corrupt government, transitions into competent general, and gets galvanized thanks to his loyalty to Mengsk where he becomes a legitimately dangerous force
- Characters : Kerrigan. The elite operative turned elite minion turned conqueror
- Characters : Overmind. This is a fun one because the Overmind only really shows up in the Zerg vanilla campaign, but it does a lot with its screen time, with memorable lines, voice acting, and motivations making it just alien enough while still being relatable
- Characters : Tassadar. The other big ‘hero’ character, which they do some brave stuff in the original campaign and he never drifts into ‘pansy’ despite being very peace and cooperation oriented
- Characters : Zeratul manages a good job as the widened old mentor, but like Tassadar before him never loses his edge and martial prowess
- Doodads : There’s some doodad usage… not alot, but it’s there (mostly in the No Build missions)
- Spritework : Terrans. Rough, ramshackle, lived in
- Spritework : Zerg. Brutal, bloody, organic
- Spritework : Protoss. Crystalline, ephemeral, pristine
- Foreshadowing : Duran is actually really well foreshadowed throughout the Brood War campaign, quiet little things in the background
- Plot : The second twist with Duran…
- Moment : …and Duran’s big reveal of the Hybrid
- Outro : Dugalle’s final cutscene, and final sendoff, is basically perfect. Music, audio, visuals, tone, dialogue
Story Negatives:
- Plot : There’s some ‘because plot’ with Tassadar. Either he didn’t know about the Cerebrates weakness to tell the team (which is… weird) or he didn’t tell them (which is stupid)
- Plot : So… okay. We return home and Tassadar and crew are like let’s save our people against the idiots of the Conclave… then surrenders to them, leading to literally the next mission being to… free him from the Conclave. This whole thing is just a weird mis-step
- Writing : So… why exactly are we fighting the UED in the Protoss Brood War Mission 5? And why do they act like nothing happened later?
- Fake Drama : Ohhh nooo we have to kill Aldaris, even though a 10 second phone call would fix this
- Cutscene : Aldaris’ refusal to spit it out, Kerrigan just zooping in and murdering him in mid sentence…
- Cutscene : …it’s… so bad. Aldaris even has a chance to say the relevant information, oh also the characters even offer a hand of friendship after having mass butchered their fellow REFUGEES who we helped save from Aiur and just… what?
- Writing : Idiot Ball, for just… the entire Protoss campaign. So, so many times the truth is slapping the characters in the face with bright neon signs and they just ignore it
- Atmosphere : Sadly the Brood War Protoss campaign, with one notable exception, doesn’t really sell what’s really happening on the planet during the missions
- Integration : As with most Blizzard games, there’s a lot of gameplay and story segregation going on
- MSQ : Okay so there’s a lot of problems colliding into each other in the second to last UED Brood War mission. First, the Captain being a silent protagonist actively detracts from the scene (we KNOW what’s going on, why don’t we say anything?) Second, Dugalle grabs the Idiot Ball so hard that people have for years head-canoned it (even though the game itself doesn’t earn this at all). Third and finally, a simple message or comm signal would (once again) fix all of this…
- MSQ : …earning double negatives
- Writing : Mengsk somehow, magically, doesn’t see the Queen of Blade’s betrayal coming, acts legitimately shocked, and has no backup plan for her inevitable betrayal
- Character : Raszagal, and the lack thereof thanks to mind control
- Consequence Storytelling : So the entire sequence of events that leads to the Queen of Blade having mind control over Raszagal has so many holes in it that the timeline makes zero sense
- Plot : Finally, the very fact that the Queen of Blades can mind control Raszagal doesn’t work either direction it’s sliced. Either she infested her (which makes no sense in lore) or she’s mind controlling her (which is ridiculous on several levels)
- Character : Artanis is such a nothingburger character who acts as a naive idiot who… shouldn’t be
- Consequence Storytelling : Everything to do with the Queen of Blades is… problematic. While they work at earning some of it, they really don’t most of the time
- Outro : Everything to do with the Queen of Blades’ generic victory is just kind of there
Gameplay Positives:
- Controls : Hotkeys, control groups, ‘smart’ interactions
- Core Mechanic : Food as an additional slot mechanic
- Core Mechanic : The ‘standard resource / rare resource’ isn’t good by itself, but it’s used to good effect as a natural bottleneck on certain techs and units
- Core Mechanic : Upgrades and ‘tech trees’ being generally well thought out and worthwhile
- Graphics : On-the-fly swapping of graphics with F5
- HUD : Decent
- Level : Antiga Prime Vanilla Terran 5. Introduces air units, dropships, and anti air, and does a small but brilliant bit of tutorialization just based on the mission and level layout; The enemy will periodically attack with Wraiths and Dropships (so you know the concept exists), the enemy main base is layered in Anti Air (discouraging the player from hitting there) but has a side area which is designed to be an easier beachhead (which also has vulture mines to prompt the player into being cautious)
- Level : Assault Tarsonis, Vanilla Terran 7. Two well entrenched enemy bases but you start off with a full kit and a base custom built for you… buuut it also has limited space and resources, essentially mandating the player don’t sit and entrench, but push out
- Level : Brood War Protoss 9, defending the temple. The ‘hold the line’ part of the mission is actually great, with a large amount of mixed-units assaults happening frequently from all directions
- Level : Early Zerg levels do a good job of encouraging you to use Lings, Hydras, and Mutas respectively with level layout and design
- Level : Save Duke Vanilla Terran 6. Zerg bases in the way to go ‘around’ to the target, or go directly through a giant wall of anti air defenses
- Level : The Hammer Falls, Vanilla Terran 10. Brutal, brilliantly designed, and mean in all the right ways
- Level : UED Brood War 2 is honestly one of the best missions in the game. Well laid out areas designed around the limitations of the game, rather than in contrast to it. Fun, proper micro No-Build. Well done tutorialization of the Medic. Rewarding for playing it well. Non binary difficulty. And finally, a Hyperbeam Moment right at the end to have fun with…
- Level : …this level rocks and deserves…
- Level : …three positives
- Level : UED Brood War 3. Four enemy bases, each one very hyper specialized and rewarding different tactics for taking them down
- Level : UED Brood War 7. Simple but fun No-Build mission with good layout, pick ups, and interactables
- Level : UED Brood War 8 does do one thing right; the three varied, gimmicky bases
- Level : Zerg Brood War 1. The whole map flows beautifully into itself, with each base rescued giving you new units to take the next base, and good thought put into which units you get vs. which units you end up having to fight…
- Level : …for two positives
- Level : Zerg Brood War 2, the recruitable minions, the spread and layout of hero units
- Minigames : Skirmish mode options
- Minimap : Surprisingly good and informative…
- Minimap : …for two positives
- Music : I mean come on…
- Music : …of course the music is multiple positive worthy
- QoL : A few
- Save : Save at any time mid mission
- Tutorialization : The first several missions in general do a great job of introducing strategy, controls, and interface
- Unit Design : Protoss, Brood War, the additional units. While none of them are positive worthy by themselves, all three add some good flavor and tactics to the Protoss
- Unit Design : Protoss, General. Fire and forget building, pylon ranged construction, and the very existence of shields
- Unit Design : Terran, General. The ability to build essentially anywhere and lift and move your producer buildings is great, their variety and general utility of units is generally good…
- Unit Design : …earning the Terrans two general positives
- Unit Design : Terran, Medics. Autocasting! Good utility (dispel and blind) and that heal has great synergy with infantry (and stimpacks)
- Unit Design : Terran Goliaths. Pathing issues aside, the Goliaths are (by themselves) well designed, with a decent and meaty ground attack, great anti air, and worthwhile cost and teching
- Unit Design : Terran Marines. Simple yet very well designed, with two useful upgrades (range and attack speed at a cost) and the ability to bunker up
- Unit Design : Terran Siege Tanks might be the best designed unit in vanilla Starcraft. A mid-tier tech unit which is expensive but not too much so with no anti air but the ability to be useful on the move or when fashioned as artillery, with just enough health and armor to not be worthless but still functioning as a glass cannon, and the final piece of awesome is that their attack range is greater than their spot range meaning they naturally benefit from support from other units…
- Unit Design : …earning Siege Tanks two positives
- Unit Design : Zerg, General. Limited base building (requiring the creep) but buildings are irrelevant except as unlocks and upgrades, meaning heavily centralized production lines which can churn out an entire squad of units at a time rather than drip-feed like the other two factions…
- Unit Design : …earning the Zerg two general positives
- Unit Design : Zerg Guardians. A natural offshoot of the Mutas, flying artillery which needs support to function but is devastating with it
- Unit Design : Zerg Hydralisks. Essentially the same design as Marines but a step further in the tech tree, and a bit pricier, but with increased movement speed and a bit meatier to back it up
- Unit Design : Zerg Mutalisks. Very much a workhorse unit, a bit pricey but not too much, a bit techy but not too much, useful in all situations but not great by themselves
- Unit Design : Zerg Overlords. Mobile food that can spy and carry
- Unit Design : Zerg Lurkers. Mobile turrets that aren’t too expensive and properly difficult to use but still great when used properly
- Viscerality : While a bit of an assault on the ears, the visuals certainly get it across
- Visual Distinction : Color usage and crispness
- Enemy AI : The different types and styles of enemy AI are pretty decent
Gameplay Negatives:
- Audio Balance : Music and voice acting issues. Having to periodically mute the music to hear the acting despite the music being much quieter is not great
- Audio Spam : Unit barks are, as usual, not great
- Audio Spam : There are multiple, frequent situations where the sound is best just straight up off in order to avoid the ear cancer…
- Audio Spam : …for double negatives
- Controls : Control group limitations
- Controls : General irritations
- Controls : “Stunned” units are forcibly removed from control groups
- Core Mechanic : Pathfinding. There was worse pathfinding before this, but it is absolutely awful here. You have to herd your troops excessively due to the tendency to stretch out into a line, units can get permanently ‘stuck’ trying to move around each other (or in worse case scenarios, the AIR), and the larger and more steps in movement the unit has the worse it gets, effectively taking units out of usefulness simply by virtue of how much they require babying…
- Core Mechanic : …easily earning…
- Core Mechanic : …three negatives
- Difficulty Curve : So the difficulty curve in the vanilla campaign bounces around a lot. And not in the good way. You can tell some missions just weren’t designed with the same level of care as others and it actively drags the whole experience down a bit
- Difficulty Curve : The final three Protoss missions just kick the player in the teeth in a way that’s more irritating than fun
- Info In Game : Plenty is missing, from armor types and damage variances to how exactly abilities work
- Integration : As with most Blizzard games, there’s a lot of gameplay and story segregation going on
- Level : Kill-All Missions in general can go to hell. They turn into long, boring slogs…
- Level : …but the worst part is they often end a good 10 minutes after you’ve already effectively won the mission…
- Level : …for a full triple negative
- Level : Protoss Brood War 9’s first half is honestly really, really boring
- Level : Protoss Brood War mission 5 is a level that should work and doesn’t, instead just kind of being… boring
- Level : Protoss Vanilla 2 deserves special mention for the difficulty problems. It’s far, far harder than a second mission has any right to be, without the proper functionality that would make it work
- Level : Protoss Vanilla 4’s first half is an interesting idea badly implemented, made even worse by the second half being more frustrating than it should be (its functionally an escort mission, and not a good one)…
- Level : …for two negatives
- Level : Protoss Vanilla 6. So the game gives you two zealots and a slow, short range caster against Infested Terrans (which can, through triggers, be spawned on your face). The entire mission really encourages save scumming, and that’s never a good design…
- Level : …for two negatives
- Level : UED Brood War 8 does a lot wrong however. You have an awful starting position, are almost guaranteed to lose your expansion, and there’s a whole lot of Gotcha! In the design of the stage. It’s essentially designed to be played twice
- Level : Zerg Brood War 5 is so, so close to being a good mission… and instead turns into an incredibly boring Kill-All
- Level : Zerg Brood War 6 is an extremely dull Kill-All
- Padding : Due to a combination of circumstances (Kill-All missions, map size, unit control limits, food caps, visibility issues, and the AI) several missions are just… super duper padded, to the point where it’s best to just leave the TV on in the background while doing the longer missions…
- Padding : …for two negatives
- Penalty For Failure : If a hero unit dies, you fail the mission, sooo sucks to be you. It also de-invests the player from using them…
- Penalty : …a problem that never really goes away and is always frustrating
- Sound Design : Not splitting the sound input into separate channels
- Terrain : A weirdly large number of missions really, really like to give you a crummy space to build into, not in a ‘cool and interesting’ way but in a ‘frustrating and bad pathfinding’ way…
- Terrain : …for two negatives
- Unit Design : All mages, in general, are not well designed in this game. They’re all too good and too bad at the same time
- Unit Design : Dragoons. I probably don’t need to explain this, but even ignoring the obvious pathfinding and movement issues, their hitbox is just way too big (causing issues), they’re a pain to control thanks to their stuttering, and they even pause for a second before firing, all diminishing what should be a good workhorse unit into just irritating
- Unit Design : Protoss Scouts. These could be made to work in a bunch of different ways but instead come across as just a waste in all directions. Too slow to be proper scouts, too weak to be useful in combat, too expensive for how useless they are, and require middle teching
- Unit Design : Reavers. Very expensive, very slow, big hitbox, movement issues, pathfinding issues, but what really pushes this into negative territory is that their ‘shots’ also have pathfinding issues and can get screwy
- Unit Design : Terran Firebats. They’re marines except worse in every way, and with the additional step of requirement and extra cost they just don’t make up for it in utility
- Unit Design : Zerg Ultralisks. At the very end of the Zerg tech tree and hideously expensive for a lackluster unit with iffy armor and health and minimal utility thanks to no anti air and collision and attack issues
- Unskippable Cutscenes : I cannot believe this but Brood War actually has unskippable cutscenes
- Level : Dark Origin. Similar concept to previous No Build missions, but between the Hero unit problem (again) combined with binary difficulty (no way to recover if you screw up), finicky (control issues), and you have to spend huge swaths of time waiting (to recover energy)
- Outro : Omega is… not a good mission. It’s not the worst, but it’s a colossal Kill-All slogfest against three vastly superior positions when your own base kinda sucks, and if you don’t get ahead of the curve quickly enough you never will
- Enemy AI : The enemy AI is not well designed enough to be anything other than perfectly efficient at some things

It’s one of the best games of all time, and it’s the best RTS ever made. Brickwork, atmosphere, doodads, cutscenes, main story moments, unit design, faction design, kit and customization, and king of all… level design. This game has a co-op mode that, by itself, is better than most other strategy games. It has an insanely in depth unit and map editor. It has three (plus) distinct and amazing campaigns. Starcraft 2 reigns supreme for a reason, being a freak combination of already good game design polished and updated over 7+ years.
Type Of Review: Veteran RunTotal Story Score: +132
Total Gameplay Score: +302
Golden Number: 1364.32
Cheats: No
Total Play Time: 10 days / 63.74 Hours
Time Reviewed: 11-2-2023
Story Positives:
- Animation : Facial / lip syncing tech
- Spritework : Co-Op flavor of units is just top notch, so for the whole group it earns…
- Spritework : …three…
- Spritework : …positives
- Spritework : Protoss. Crystalline, shimmering, glowing…
- Spritework : …for a full…
- Spritework : …three positives
- Spritework : I have to give special mention for the Purifiers…
- Spritework : …and the Tal’darim and Nerazim
- Spritework : Terrans. Run down, beat up, slapped together, mechanized, and bulky…
- Spritework : …for a full…
- Spritework : …three positives
- Spritework : Bonus for the ‘alternate’ Terran units throughout the campaigns
- Spritework : Zerg. Organic, chitinous, muscular…
- Spritework : …for a full…
- Spritework : …three positives
- Spritework : Bonus for the alternate forms of the zerg units, and the primals
- Background Lore : News broadcasts
- Background Lore : Stetmann’s notes about the Protoss and Zerg in WoL
- Background Lore : Tickers on the news broadcast
- Banter : WoL pisseds are a mixed bag, but they’re better than SC1’s for sure
- Banter : HotS actually has quite a few good ones (kudos to Stukov)
- Banter : Of course Legacy has good pissed sounds
- Brickwork : Aiur
- Brickwork : Badlands
- Brickwork : City tileset
- Brickwork : Enemy Within
- Brickwork : Frozen tundra
- Brickwork : Grassland
- Brickwork : Hyperion interior
- Brickwork : Korhal
- Brickwork : Lava
- Brickwork : Platforms
- Brickwork : Purifiers
- Brickwork : Scrapworld
- Brickwork : Shakuras
- Brickwork : Slayn
- Brickwork : Spear of Adun
- Brickwork : The orbital platform over Augustgrad
- Brickwork : The Void
- Brickwork : The Xel’Naga ship in Maw of the Void
- Brickwork : Umojans
- Brickwork : Zerus
- Character : Abathur is one of the best characters in the whole game. A near perfect example of orange/blue morality, who fits in every scene he’s in…
- Character : …for two positives
- Character : Alarak is another great character; a smart Sith who is reasonable, intelligent, has layers, and never stops being who he is…
- Character : …for two positives
- Character : Dehaka is a brilliant insight into the Primal Zerg, a near total inverse of Abathur
- Character : Horner is a great XO, functionally keeping the ship running and serving as that professional bedrock for the Raiders (and Raynor personally)
- Character : Karax is a bit simple, but still delightful as the almost innocently competent mechanist
- Character : Mengsk continues to be the most engaging villain in the whole franchise, a great mix of competent and petty, brutal and sophisticated
- Character : Mengsk’s Arc throughout is near perfect, and the way he portrays it fits from the very beginning to the very end
- Character : Raynor dips into some negative territory towards the end, but he’s still Raynor, and he’s still awesome
- Character : Rohana is a weird one because she starts off a bit
- Character : Stukov should irritate me but he doesn’t, he’s wonderfully pragmatic and very on point for all of his scenes, and helps sell the gravity of Narud
- Character : Tychus might actually be the best character in the whole game. Nuanced, well presented, well acted, a real strong arc, and he’s literally good in his very first scene all the way to his very end…
- Character : …for two positives
- Character : Valerian really comes into his own in Heart, growing up a bit and proving to be a much better person than his father
- Consequence Storytelling : LoTV is a good example of really pulling all the disparate elements together for the finale
- Cutscene : Absolutely lovely intro cutscenes for Zeratul, all in engine too
- Cutscene : Alarak’s real introduction is fantastic, a great introduction to the flat honesty and arrogance of the character, his tier, and his motives and operations
- Cutscene : Another card to play
- Cutscene : Artanis activating the Xel’Naga temple
- Cutscene : Artanis and Raynor’s scenes at the end of the Korhal missions is just great…
- Cutscene : …for two positives
- Cutscene : Fire and fury
- Cutscene : For all its issues the first Valerian cutscene still has some great stuff (cinematography, the one bullet, and Tychus)
- Cutscene : For all the related issues I do love Tychus’ final scene. He clearly gives his life for Raynor and Kerrigan’s, finishing his arc
- Cutscene : Hanson falling to infestation, Raynor taking no chances, and taking her down
- Cutscene : HoTS’s Intro is just fantastic. The best showcasing we’ve ever had of the Swarm in their full glory, great shots and animations, amazing music, sound design, and it ends on a quiet moment with Kerrigan, great stuff…
- Cutscene : …for a full…
- Cutscene : …three positives
- Cutscene : It probably should be higher than it is, but the CGI cutscene showcasing Kerrigan’s abandonment on Tarsonis is still brilliant
- Cutscene : Kerrigan’s rebirth, and Mengsk… and the artifact
- Cutscene : Mengsk’s final maneuver against Kerrigan, having to gloat, nearly winning despite it all, Raynor saving her, and Mengsk finally dying…
- Cutscene : …for two positives
- Cutscene : Post-Nova’s scene is, by contrast, absolutely hilarious (poor Tychus)
- Cutscene : Post-Tosh’s mission cutscene does some good points to emphasize Horner’s mentality (the builder wanting to make a new future), Tosh’s (so broken that he ‘knows’ with certainty that it will never get better) and Raynor, who is slipping between the two
- Cutscene : Some great action and character bits in the escape from Mar Sara
- Cutscene : The entire situation with drunk Tychus, the small spiel to the crew, and the fight with Tychus
- Cutscene : WoL Mission 1, very quickly and efficiently establishes how long it’s been since Brood War, shows Raynor’s state of mind and how close he is to suicide, rock bottom and pushed into action by his anger at Mengsk
- Cutscene : WoL opening cinematic. Amazing animation, cinematography, presentation, music, just… great stuff…
- Cutscene : …for two positives
- Cutscene : Zeratul’s battle with Amon…
- Cutscene : …is double positive worthy
- Cutscene : Zeratul’s confrontation with the Queen of Blades, the clear distinction of the Queen vs. Kerrigan, general cool factor
- Dialogue : Abathur’s dialogue is just perfection, clearly getting the time and attention it needed to really pop
- Doodads : Augustgrad
- Doodads : Brothers In Arms
- Doodads : Cutthroat…
- Doodads : …and Cutthroat again
- Doodads : Dark Whispers
- Doodads : Enemy Within
- Doodads : Engine of Destruction
- Doodads : Evacuation…
- Doodads : …and another for Evacuation
- Doodads : Fire In The Sky
- Doodads : For Aiur
- Doodads : Forbidden Weaponry
- Doodads : General
- Doodads : Great Train Robbery
- Doodads : Haven’s Fall
- Doodads : Liberation Day
- Doodads : Media Blitz, and the sheer detail that goes into the cityscape, is bonkers…
- Doodads : …for a full…
- Doodads : …three positives
- Doodads : Moebius Factor…
- Doodads : …and Moebius Factor again
- Doodads : Outbreak
- Doodads : Piercing The Shroud…
- Doodads : …and a second positive
- Doodads : Protoss missions in general
- Doodads : Sky Shield
- Doodads : Slayn
- Doodads : Templar’s Charge
- Doodads : The Dig
- Doodads : Ulnar
- Doodads : Waking The Ancient
- Doodads : Welcome To The Jungle
- Humor : Donny Vermillion and the Vermillion Problem
- Humor : News broadcasts
- Moment : Eldion’s Purification
- Moment : “I had a brother on Tarsonis… I had a brother there…”
- MSQ : Absolutely love the flavor and tone of the reclamation of Aiur during For Aiur
- MSQ : Conviction is a fantastic hyperbeam moment kind of mission, really emphasizing the sheer weight Kerrigan is bringing down on rescuing Raynor
- MSQ : Enemy Within manages some wonderful inverted horror as you play the invading force
- MSQ : Engine of Destruction is amusing
- MSQ : In Utter Darkness really does a great job fulfilling the tone and vibe of being at the very end of a costly, losing war, right before the apocalypse
- MSQ : Lab Rat manages to be amusing, but also a good insight into Kerrigan as opposed to the Queen of Blades
- MSQ : Outbreak does such a good job with where it’s going in the narrative, the whole mission is properly tense and terrifying
- MSQ : Outbreak has just absolutely wonderful atmosphere, horror, and general tone
- MSQ : Piercing the Shroud
- MSQ : Rendezvous absolutely nails the vibe and feel of having a real swarm as you roll over the enemy
- MSQ : Sky Shield, Artanis and Raynor linking up almost immediately, the intensity of the setpiece
- MSQ : Templar’s Charge. The initial attack, the ‘heavies’ staying behind to defend, and Karax getting his time in the spotlight
- MSQ : Templar’s Return is a great ‘battle of Denerim’ situation; all the forces you’ve gathered united and uniquely pushing against the enemy
- MSQ : The big reveal about the cycle, the Xel’naga, and their passing
- MSQ : The final battles on Aiur in LoTV
- MSQ : The Gates of Hell begins the great trend of the terrible assault into Char, the immediate dissolving of the assault converted very quickly into a decapitating strike, while being completely overwhelmed on all sides
- MSQ : The main reveal about the Overmind’s yoke and the purpose of the Queen of Blades
- MSQ : The Terrans making a strong, bold stand against insurmountable odds and barely managing a victory in All In works for me so well
- MSQ : With Friends Like These is a nice, amusing breather romp
- Outro : I’ll admit it, I really, really like that final bar scene. Interpret it how you will, but one way or another it’s a nice bow on top of the ending
- Plot : The near-victory Amon claimed at Aiur, the logical way it was avoided, and the eventual turnaround by the heroes
- Plot : The WoL plot as a whole
- Secondary : Co-Op missions (mostly flavor and the like, as they all sit in their own elseworlds continuity)
- Sound Design : Just, so much of it… footsteps, clunks of vehicles and buildings, all over the place…
- Sound Design : …for a full…
- Sound Design : …three positives
- Story Sequencing : LoTV does a good job of tying the sequencing in together, for once
- Theme : LoTV and reforging something new from the ruins of the old
- Visual Storytelling : For Aiur
- Visual Storytelling : Korhal in general. The gleaming central city, the husks, ruins, and craters just outside the gates
- Visual Storytelling : WoL general
- Voice Acting : Abathur’s voice acting is near perfect for what he is
- Voice Acting : Alarak is, of course, fantastic, but also really manages the nuances of the role…
- Voice Acting : …for two positives
- Voice Acting : Amon, for all his many flaws, is a good actor
- Voice Acting : Artanis is similarly pretty dry but sounds awesome
- Voice Acting : Donny Vermillion really sells it. He’s already decent, but when he has actual character moments he’s great
- Voice Acting : Gabriel Tosh’s actor (Dave Fennoy) is as awesome as he usually is
- Voice Acting : General supporting cast (Dehaka, Zagara, Izsha)
- Voice Acting : Horner’s actor perfectly accents his character
- Voice Acting : Karax somehow manages to sound humble, simple, and competent
- Voice Acting : Kerrigan’s voice actress honestly carries a lot of her lines
- Voice Acting : Mengsk’s actor continues to completely sell the details of the character
- Voice Acting : Raynor’s actor, of course, nails it
- Voice Acting : Rohana does a good job of conveying the old, previous generation
- Voice Acting : The Adjutant sounds exactly like she needs to, and serves as a good contrast to all the humans
- Voice Acting : Tychus is already well acted but what pushes him into double territory is how he has wonderful nuance into what he’s saying. If you’re paying attention you can always tell when he’s legit, when he’s outright lying, and when he’s obfuscating …
- Voice Acting : …for two positives
- Voice Acting : Valerian’s actor does some great stuff, especially how his tone changes throughout his arc
- Brickwork : Facility and cityscape in The Escape
- Doodads : The Escape
- Storytelling Mechanic : Loading screen artwork does a great job of setting the scene across the whole game…
- Storytelling Mechanic : …for a full three…
- Storytelling Mechanic : …three positives
- Doodads : Enemy Intelligence’s interiors get special mention
- Brickwork : Custom map tileset on Enemy Intelligence
- Doodads : Trouble In Paradise
- Cutscene : General Nova Mission cutscene quality (camera angles, sound design, etc.)
- MSQ : The quiet horror of Flashpoint as you select the Zerg spawns and see the lively past
- Doodads : Flashpoint
- Doodads : In The Enemy’s Shadow
- Doodads : End Game
- World Building : Between WoL and LoTV there’s some good, solid fleshing out of the setting in this one…
- World Building : …for two positives
Story Negatives:
- Character : Horner being weirdly out of character in act 3 of WoL
- Character : Kerrigan’s early arc stuff is just weird and half-hazard
- Character : Raynor being massively out of character in act 3 of WoL
- Character : The WoL Teldarim are just… completely devoid of any character, purpose, or reason other than to be boring acceptable targets
- Character : Zeratrul has a near total lack of presence in WoL and it actively drags him down
- Cutscene : Hanson’s final ‘good’ cutscene is its own level of silly, and completely ignores everything going on right now, all while implying she could totes cure the zerg virus
- Cutscene : Raynor’s initial cutscene with Kerrigan is overly dramatic trailer fodder trash
- Cutscene : So Zeratul shows up and he and Kerrigan fight for absolutely no reason for a while because trailer fodder
- Cutscene : The dialogue in the drunk Tychus really needs another polishing pass
- Cutscene : The first Valerian scene has so many issues it’ll take a minute to list them all. So first we have Valerian, who is here to work with Raynor and the artifact, showing up in Mengsk’s flagship and without hailing, which is already stupid… then Raynor and Tychus board a battlecruiser by themselves (uh huh) and kill a bunch of marines (for absolutely no reason) only for Valerian to risk being shot in the back all to preserve some kind of weird twist. The entire sequence makes absolutely no sense in character…
- Cutscene : …for a full two negatives
- Cutscene : Way too much slow mo in general in HoTS
- Cutscene : We’re DONE… because our relationship… IS… OOVEEERR….
- Cutscene : …for a full…
- Cutscene : …three negatives
- Dialogue : Everything Amon says is boring Empty Text nonsense
- Dialogue : HoTS’s dialogue just feels rushed, like it needed a few more polishing passes…
- Dialogue : …for two full positives
- Dialogue : More trailer fodder issues
- Fake Drama : Build up and lack of payoff to the Tosh v. Nova
- Fake Drama : LoTV Dark Whispers (so WHY exactly are Kerrigan and Zeratul fighting here, even though they acknowledge they’re on the same side?)
- Fake Drama : LoTV So Selendis, Artanis, and Zeratul all grab the conflict AND idiot balls right off the bat
- Fake Drama : The constant need to spew trailer fodder lines and over-dramatize cutscenes needs to go to hell
- Fake Drama : Yet another fake drama moment with the terrible choice between Tosh and Nova
- Fake Drama : Zerg virus cure… sure Hanson (this is the first fake drama choice)
- Humor : Stetmann… is just not funny in co-op mode
- Integration : Usual Blizzard issues
- Moment : Mengsk announcing that Raynor is executed is such a weird mis-step in the plot
- MSQ : The dialogue and moments and impact of In Utter Darkness are a bit lessered by just not presenting it well, further hampered by Amon just kind of being Generic Villain #37
- MSQ : Zerus (Zeratul, vagueness, and wasted potential)
- Music Direction : They really can’t help but end so many cutscenes with musical stings and it gets irritating
- Outro : Okay so I have to mention this, the… high tier deity level nonsense in the finale is kind of… what? Top to bottom, what?
- Plot : So there’s this… Blizzard Vagueness throughout WoL, a common problem in Blizzard games. Where things can (and even do) make sense if you’re familiar with everything but the presentation doesn’t really sell it, and in many cases it feels more like the writers forgot their own plot points
- Plot : So why can’t Tychus get help again? Of any kind? Even after they know he’s in trouble?
- Plot : …for a full…
- Plot : …three negatives
- Plot : The Spear of Adun is honestly just one big ball of plot convenience
- Story Sequencing : HoTS order mission problem returns just like in WoL
- Story Sequencing : Sadly letting the player choose the order of the missions can really screw with the narrative
- Visual Storytelling : So rebirthed Kerrigan just looks … the same, again, with a few minor details. This is not just wasted potential, it’s aggravating because it makes no sense in lore
- Writing : Amon in general. So he has the beginnings of motivations, but comes across as undercooked. He talks constantly, but says nothing. And he magically killed his entire ultra race off camera despite being in the minority
- Writing : Kerrigan sort of decides to beef up the Swarm… why?? In game it’s hinted, much later, that she wants to do this so the Swarm can fight the Hybrids and Amon but she starts doing this almost at the very beginning of the entire campaign
- Writing : So Kerrigan MUST become a Xel’naga! For… some reason? Never really thought out or explained
- Writing : So why is Artanis suddenly one of the biggest badasses in the setting? Oh right, because he was supposed to be Zeratul
- Writing : The inconsistent usage of prophecy, mostly as a macguffin
- Writing : The ‘because plot’ of Raynor being left behind by a tiny bridge, of all things, which kicks off everything while being so easily avoidable is just ridiculous…
- Writing : …for two negatives
- Writing : Third act drama and all the nonsense that usually means, especially since it’s paid off for nothing
- Writing : Trailer fodder issues
- Pacing : Nova missions pacing is… bonkers, and worse, designed to be done in three episodes which hurts it
- Story Sequencing : The Nova missions kind of just… do whatever they need to in order to shove the plot forwards
- Writing : The character assassination of having Alarak be suddenly stupid evil in Dark Skies is already irritating, but it’s even worse because it would be so easy to fix (just swap him with twitface… or hell, any other Taldarim)
- Outro : The finale of the Nova missions absolutely sucks on the story axis. Way too rushed, nonsensical dialogue and plot beats, and clear first draft writing…
- Outro : …for two negatives
- Storyboarding : A little too much one-shot-ends-the-match approach and a little too much leaning on slow mo to get across what’s happening
Gameplay Positives:
- Builds : The Spear of Adun allocation system is wonderfully malleable and offers a lot of options and gradient…
- Builds : …for two positives
- Builds : WoL, between research and cash there’s a lot of Build possibility in your playthrough
- Controls : Words do not express how brilliantly this game controls. I could not possibly list all the tiny little optimizations and features that make it control so, so smoothly…
- Controls : …for a full…
- Controls : …three positives
- Co-Op : General level design…
- Co-Op : …for two positives
- Co-Op : Good, custom, fun co-op…
- Co-Op : …for a full…
- Co-Op : …three positives
- Co-Op : Leveling and unlocks
- Co-Op : Masteries and builds
- Co-Op : Prestiging and unique builds
- Difficulty Options : Achievements as optional hard-mode mutators across Wings of Liberty are a great additional way to challenge yourself and properly mix up and mutate the missions…
- Difficulty Options : …for a full…
- Difficulty Options : …three positives
- Difficulty Options : Completely changes how the AI operates per difficulty option…
- Difficulty Options : …for a full…
- Difficulty Options : …three positives
- Difficulty Options : Custom Mutators! The fact that you can mix and match is just so awesome…
- Difficulty Options : …for two positives
- Difficulty Options : Mutators, wonderful wonderful mutators, with such variety and fun…
- Difficulty Options : …for two positives
- Difficulty Options : Per mission map alterations per difficulty option…
- Difficulty Options : …for a full…
- Difficulty Options : …three positives
- HUD : Generally good and clean HUD
- Info In Game : General
- Info In Game : Worker indicators
- Level : Amon’s End is not quite as well constructed as previous missions, but is absolutely brutal (in a good way), and with the wonderfully unique built in soft enrage of the slowly destroyed terrain…
- Level : …for two positives
- Level : Cradle of Death (Co-Op) is one of the best co-op missions, and unique. The trucks, their use (and mandate) in taking out the statues, the slow escalation across the map, the terrain design, good stuff…
- Level : …for two positives
- Level : HoTS Back In The Saddle. Great hero focused No Build and some nice level design as you go
- Level : HoTS Convictions continues the hyperbeam moment with giving us tons of units and options as we just barrel roll through the no build segment
- Level : HoTS Death From Above is fantastic. Very, very well defended and entrenched enemy force, but tons of resources on your side, and all of this with a built in No Build mission on the side which you control simultaneously which is soft timed against an encroaching doom field…
- Level : …for a full…
- Level : …three positives
- Level : HoTS Domination is another fun multiple objective romp, kind of Stratholme 2.0 where you run around gathering eggs and defending… or just wiping out the enemy base
- Level : HoTS Enemy Within is one of the best missions in HoTS. It’s a No Build but it escalates perfectly, the camera literally zooming out as you progress, and go from infesting a unit to having multiple on your side, it’s just fantastic…
- Level : …for a full…
- Level : …three positives
- Level : HoTS Fire In The Sky is a nice gradient mission with a built in kill switch and encouragement to expand quickly, but really nails it by virtue of the extra terrain design and enemy layout…
- Level : …for two positives
- Level : HoTS Hand of Darkness is a simple but fun timed mission pushing against the clock
- Level : HoTS Harvest of Screams is a fun red light green light mission where it’s in your favor (for once)
- Level : HoTS Infested is probably one of the best missions in the campaign. You have your standard lineup, but also a ‘lane’ which is pushed by spawning lowbie mobs from your side, which you have control over which spots you take when, and also benefit from creep expansion (also in your control) and also the enemy will be regularly counter attacking to try and deprive you of the spawn points pushing the lane, and all on top of just getting new caster units (the Infestors) which are brilliant and horrible…
- Level : …for a full…
- Level : …three positives
- Level : HoTS Old Soldiers is a short but simple one; a fairly basic enemy base situation except that you start off with a massive early launch campaign, and the enemy regularly nukes you, on top of a great layout…
- Level : …for two positives
- Level : HoTS Phantoms Of The Void works for the same reasons as the last mission, but with the added benefit of Stukov on board
- Level : HoTS Planetfall is great for the same reasons Gates Of Hell was awesome; you’re given objectives to defend which periodically spawn and are assaulted, but each one gives you new units to play with…
- Level : …for two positives
- Level : HoTS Rendezvous is a mediocre first half hold the line but an awesome hyperbeam moment second half
- Level : HoTS Shoot The Messenger. While arguably better in co-op, this is still a fun mission with essentially being an inverted escort
- Level : HoTS Supreme is a series of fun boss fights that honestly work really well in RTS format and I’m all in for it…
- Level : …for two positives
- Level : HoTS The Reckoning is a fantastic final mission. Tons of elite enemy forces, three avenues of reinforcements you can pull in optionally, multiple attack vectors, tons of resources, just top to bottom great…
- Level : …for a full…
- Level : …three positives
- Level : HoTS Waking The Ancient is another grab resources to spot mission, with the enemy putting constant pressure on you both in your existing spots and in new ones
- Level : HoTS With Friends Like These is a simple, fun hyperbeam mission where you just get to play around with the Hyperion for a while and it’s awesome
- Level : Into The Void is honestly one of the best designed missions in the entire game. Three lanes to push, helpful AI allies who have an optional side objective which not only helps them out but upgrades their pushes, great constant pressure with spikes from the enemy, great unit composition… just absolutely amazing…
- Level : …for a full…
- Level : …three positives
- Level : LoTV Amon’s Reach is our first Void Thrasher pressure mission, and does a generally good job with it
- Level : LoTV Brothers In Arms is another fun take on the day/night cycle, except while it causes you issues it also screws with most of the enemy forces…
- Level : …for two positives
- Level : LoTV Dark Whispers is a simple but fun soft timed mission where you avoid the ‘main’ battle to
- Level : LoTV Evil Awoken is a good No Build, with custom units and optional reinforcements as well as a fun, intense escape sequence
- Level : LoTV For Aiur is a great No Build. Constant reinforcements, epic music, and deathballing
- Level : LoTV Forbidden Weapon is another variant on the ‘avoid the incoming doom’ mission type, with some great layout and placement and rewards for exploring…
- Level : …for two positives
- Level : LoTV Ghosts in the Fog is a simple mission but with good layout and a nice anti vespene gimmick forcing the player to adapt
- Level : LoTV Harbinger of Oblivion is another incoming doom mission, but the whole time your ally (who is doomed) is supporting and laning alongside you, while the enemy forces focus on you, giving a great dynamic and a lot of choice in the player’s hands for how to progress…
- Level : …for two positives
- Level : LoTV Last Stand is, ironically, not their best Hold The Line mission… but it’s a damned good one. Great escalation, objectives that get harder to achieve the longer you sit on them, and a great optional and bonus objective (by which point the enemy is absolutely pounding your base)…
- Level : …for two positives
- Level : LoTV Purification is another one of those missions that works precisely because of how much of it sits in the player’s hands. When and how they free the Purifiers, while defending themselves and a vulnerable spot, all while having a great terrain layout to defend from…
- Level : …for two positives
- Level : LoTV Rak’Shir is great. The core mission by itself is already a fun gimmick (simply being near Alarak gives him progress, but also vice versa for the enemy) but then you add in the bonus objectives and the map layout encouraging you to expand forward as you go and it rises up even more…
- Level : …for two positives
- Level : LoTV Salvation is yet another great Hold The Line, with allies and multiple incoming lanes and pretty much everything All In did back in Wings…
- Level : …for a full…
- Level : …three positives
- Level : LoTV Spear of Adun. Each subsequent unlock escalates the enemy’s response but also grants you more launch points for your gateways (which it also serves as a tutorial for)
- Level : LoTV Steps of the Rite is a basic but fun expansion and day/night cycle map
- Level : LoTV Templar’s Charge is honestly just plain fun. You finally get carriers, but you’re on a map with very few mineable resources, but there are resource pockets all over the place, and the enemy mostly just harrasses you meaning it’s primarily about pushing the enemy defenses (which are strongly anti-air)… but then you add in the movable platform (which is just bonkers by itself) that adds a whole layer of utility and defense to the mission and I just love it…
- Level : …for a full…
- Level : …three positives
- Level : LoTV Templar’s Return is a fantastic No Build. First phase is a bit dungeon crawlery, the second phase is very hybrid (builder and puncher), the third is a great rewarding escape sequence, and it’s all with well designed hero units…
- Level : …for a full…
- Level : …three positives
- Level : LoTV Temple of Unification (and co op) isn’t the best, but it and its co-op variant combined are certainly worth a positive
- Level : LoTV The Host is yet another great finale mission, in the same vein as The Reckoning. Start off on the back foot, but as you push in the enemy gets meaner, buuut you also gain more and more support on your side, and there are lots of resources around to support building whatever you want to…
- Level : …for a full…
- Level : …three positives
- Level : LoTV The Infinite Cycle A competent, varied No Build mission with two greatly designed heroes and some good enemy compositions
- Level : LoTV Unsealing the Past and a surprisingly competent escort mission
- Level : Part and Parcel (Co-Op) is a bit irritating and mean, but still great fun and dynamically difficult
- Level : The Essence of Eternity is everything good about The Dig but even better, with great loadout, the optional sides that assist but also need assistance, good defensive positions, and mean escalation…
- Level : …for a full…
- Level : …three positives
- Level : WoL All In is a fantastic mission, probably the best Hold The Line mission in a long career of fantastic Hold The Lines. The malleability of which version you play, the extra resource of the artifact, the periodic double waves of attacks from all directions, the pressure from Kerrigan herself, the enormous quantity of resources you’re given, it’s just amazing…
- Level : …for a full…
- Level : …three positives
- Level : WoL A Sinister Turn is a very mean, fun pressure mission where you are essentially mandated to constantly expand thanks to low resources while being chain attacked by the Hybrid as well as the enemy forces
- Level : WoL Belly of the Beast isn’t quite as good as Shatter the Sky but it’s still a competent No Build dungeon crawler with unique heroes and abilities
- Level : WoL Breakout, actually pretty good for what it is, but a bit overtuned and too much wait time in between waves… still good
- Level : WoL Cutthroat is a good encourager to roam and explore and gather, with three obvious enemy weakpoints to exploit, and a good switch up for the second half
- Level : WoL Devil’s Playground, much better minerals mission than the previous one in Brood War. Only source of minerals are down below in the danger area, clear indicators of danger areas and timing, recruitables which are well suited to exploring, lots of resources you can pick up around the map, and if you take too long Tosh will prompt you by showing you where you can mine more…
- Level : WoL Echoes Of The Future is another fun low-resource go-expand mission designed around the new unit
- Level : WoL Engine of Destruction is a pretty decent escort mission. You can repair the unit being escorted, they can contribute to combat pretty well, and there’s plenty of resource nodes to grab to help fund your effort
- Level : WoL Gates of Hell is great stuff. You start off quite well entrenched and with good terrain to be even more entrenched, and the drop pods give you all the forces you really need, and they require you to push through one swarm base and then a much heavier base to reach the objective…
- Level : …for two positives
- Level : WoL Ghost of a Chance is a fun No Build where you guide a specialized Raynor group and the hero unit Nova simultaneously
- Level : WoL Haven’s Fall. Great, gradient mission with lots of enemies that slowly infest nearby settlements, increasing the pressure on you, but also can be saved / destroyed, reducing said pressure…
- Level : …for two positives
- Level : WoL In Utter Darkness is another good Blizzard Hold The Line mission, solid layout, good waves, and good reinforcements
- Level : WoL Maw of the Void introduces us to Battlecruisers but also the annihilation field which slowly damages anything that doesn’t have shields, along with minimal resource spots encouraging us to move forwards
- Level : WoL Media Blitz is a decent startup, with the surprise attack, followed by a good hold the hill objective
- Level : WoL Moebius Factor is yet another pressure mission, but with a gradual escalation and a good fortified location, nice ‘routes’ through enemy bases, and lots of pick ups to help your fighting force throughout
- Level : WoL Outbreak is one of the better missions in the game. The initial build space, the triple vectors of attack (only two of which are open at the start), the radar booster over just the aforementioned openings, the day / night dichotomy, the extra punishing aspect of roaming at night, the extra rewards for doing so at night, and more I’m missing all equal up to three positives…
- Level : …for a full…
- Level : …three positives
- Level : WoL Piercing the Shroud is one of the better No Builds in the game. You start off with a decent force, that can heal, good encounter design throughout, unique ammo pickups and heals you can grab throughout…
- Level : WoL Safe Haven. While not quite as good as the other version of the colonists mission, is still a good pressure push mission with escalating waves and a ticking block
- Level : WoL Shatter The Sky is better than I thought at first; it’s a playground mission. You have access to all the units and upgrades that you will get across the campaign, are given multiple enemy bases to knock over, it would suck as a mission if it was a Kill All but instead there’s a load-bearing unit you can carve to and knock out instead, and each enemy base is geared towards different types of defenses…
- Level : …for two positives
- Level : WoL Smash And Grab, bit of a MOBA going on up top forming a soft timer while you head east
- Level : WoL Supernova and the escalating wall of doom is great, with suicidal protoss who will harrass you constantly, lots of pickups and new base spots periodically, no supply line so you don’t even have to worry about it (this alone would have ruined the mission), and sight on the flame line
- Level : WoL The Dig is a mean mission with escalating incoming attacks, good spread and variety to the enemy outposts, very well entrenched but still assaultable, as well as the controllable super cannon of doom…
- Level : …for two positives
- Level : WoL The Evacuation, lots of custom triggers, gradient difficulty and failstate, great escalation
- Level : WoL The Great Train Robbery, rewarding you for kills (resources), variance in train ‘difficulty’ (escorts and speed), several free Diamondbacks on the map
- Level : WoL Welcome To The Jungle has some good gradient design and some nice layout and setup
- Level : WoL Whispers of Doom is a fun No-Build. Zeratul is very strong but still not invincible, enemy and encounter design is very well laid out to require each encounter having its own thought and effort put into the tactics, you gain support units to help, those get additional forces periodically throughout the map, each major checkpoint heals Zeratul, and the final push is a nice reward of you being the spec ops supporting the army…
- Level : …for two positives
- Level : WoL Zero Hour. One of the best Hold The Line missions in Blizzard’s catalog, with good timed escalation, resource packs on the field, units to rescue (encouraging you to branch out), and increasing pressure throughout…
- Level : …for a full…
- Level : …three positives
- Level : WoL …and the second half of Piercing the Shroud, which is just as well designed but much more frenetic, as it’s all about just staying ahead of the oncoming monster
- Level : …for two positives to Devil’s Playground
- Leveling : Kerrigan’s abilities, talents, all swappable
- Mid-Mission Checkpoints : Periodically at major points in the maps
- Minigame : Arcade system, selection, and modes…
- Minigame : …for a full…
- Minigame : …three positives
- Minigame : Custom Campaign system, selection, and modes…
- Minigame : …for two positives
- Minigame : Lost Vikings is a fun and neat, if lengthy, little side game
- Minigame : PvP options, modes, tutorials, and tournaments…
- Minigame : …for a full…
- Minigame : …three positives
- Minigame : Skirmish and PvP are balanced completely separately
- Minigame : Skirmish selections have a whole lot of options and a ton of customization for how to set up a match…
- Minigame : …for a full…
- Minigame : …three positives
- Minimap : Great minimap
- Mod Depth : The amount of stuff you can do with these custom maps is
- Mod Depth: …for a full…
- Mod Depth : …three positives
- Mod Tools : The game gives you the map editor and fully supports it…
- Mod Tools : …for a full…
- Mod Tools : …three positives
- Mod Ease : Custom maps and modes are easy and quick to load in game…
- Mod Ease : …for an easy…
- Mod Ease : …triple positive
- MSQ : Into The Void gets a bonus positive for just being an amazing mission with amazing scripting and friendly AIs
- Music : I absolutely love the music in HoTS, what can I say…
- Music : …for two positives
- Music : Wings of Liberty…
- Music : …for two positives
- Music : Legacy of the Void
- Options : Not the best, but still very good
- QoL : As with the Controls thing, I could never sit down and really list the tons of tiny little QoL features all over the place…
- QoL : …for a full…
- QoL : …three positives
- Respec : Protoss unit respecs
- Respec : Zerg swappable mutations
- Saves : Good general save system…
- Saves : …with good quicksave and quickload
- Saves : Also very good autosave system…
- Saves : …with good spread and placement of autosaves both in and out of mission…
- Saves : …and lots of autosave slots
- Sound Design : General
- Terrain : WoL Moebius Factor’s terrain really helps with the overall mission design
- Terrain : WoL Outbreak deserves special mention for really nailing it in the terrain design
- Terrain : WoL Piercing the Shroud deserves special recognition for its good terrain design and good backtracking
- Tutorialization : Challenges and related options…
- Tutorialization : …for two positives
- Tutorialization : Evolution Missions are simple, short, sweet, and very fun. And, best of all, they tell you exactly how your new units will operate by literally letting you play them yourself…
- Tutorialization : …for a full…
- Tutorialization : …three positives
- Tutorialization : In campaign movies
- Tutorialization : Lab Rat does a lot to get the player in where they need to be pretty quickly and efficiently
- Tutorialization : The first three HoTS missions are a bit slow but still decent tutorialization for what it’s like playing the Swarm
- Tutorialization : Video shorts demonstrating upgrades
- Unit Design : Abathur isn’t as unique as he could be, but he’s still good
- Unit Design : Alarak has a lot of options, going tall or wide (or both), and some good new Taldarim units…
- Unit Design : …for two positives
- Unit Design : Banelings get their own point for how great they are, both in splitters and in hoppers
- Unit Design : Carrier line is so close to being fantastic. Carriers are support, as they arguably always should have been, Tempests are flying artillery, and Arbiters… are there
- Unit Design : Colossus is another excellently designed unit. Great shredding, Reavers are finally what they always should have been, and the artillery Colossi are just death…
- Unit Design : …for two positives
- Unit Design : Co-Op Artanis, pretty much the same idea for Protoss that the other basic Commanders get
- Unit Design : Co-Op Kerrigan, more variances and a strong, rapid-fire hero unit
- Unit Design : Co-Op Mode Raynor, with the variances on abilities, and of course the Top Bar
- Unit Design : Corsair/Phoenixes are a better Scout, speed and agility and abilities to either avoid damage, nullify enemies, or just blanket ground forces
- Unit Design : Dark Templar are much better than last time, either serving as a nice AOE shredder, survivability, or more micro options with the Hunters
- Unit Design : Dehaka, builds! There’s so many different ways to build up Dehaka’s side
- Unit Design : Dehaka, himself is a great hero unit, one of the better ones (if not the best)
- Unit Design : Dehaka, Top bar and their incredible usage
- Unit Design : Dehaka, Unit spreading, charges, and uprooted buildings
- Unit Design : Dehaka in general is amazing, as a faction I mean
- Unit Design : Fenix, Fenix swapping and how beautifully it works with itself
- Unit Design : Fenix, Generally one of the best designed Commanders, extremely unique and well put together…
- Unit Design : …for two positives
- Unit Design : Fenix, Hero swapping and encouraging the player to diversify their units
- Unit Design : Fenix: Omni-directional tech tree, thanks to being able to build without prerequisites
- Unit Design : Han & Horner aren’t my thing, but they are a very well designed mix and match of subversive and direct units, which complement each other nicely…
- Unit Design : …for a full…
- Unit Design : …three positives
- Unit Design : Hydralisks. They continue the trend of good medium range fun
- Unit Design : Hydralisks also get a second positive for their upgrades being massive alterations to the base formula, essentially new units
- Unit Design : Immortals. Inverse Siege Tanks, which can either have more damage (and an ability to hit air) or a nice long range artillery of death
- Unit Design : Infestors are just a super fun, versatile caster unit
- Unit Design : Karax (turrets for days, strong and expensive units… super protoss)…
- Unit Design : …for two positives
- Unit Design : Mengsk, elite units, and the core force pushing forward
- Unit Design : Mengsk, Generally great design, one of the best Commanders
- Unit Design : Mengsk, trash units and their use as a screen or swarm
- Unit Design : Mengsk (top bar and general)
- Unit Design : Mutalisks and both upgrades are still good stuff
- Unit Design : Nova is one of the better designed Commanders, with a lot of her kit relying on a ton of money to compensate for both their ability and relatively small size, and some fantastic utility in her top bar…
- Unit Design : …for a full…
- Unit Design : …three positives
- Unit Design : Protoss multi-track swappable upgrades
- Unit Design : Roaches are weirdly useful despite their simple design; anti ground with either a slow or a multiplier, and all being at a good price
- Unit Design : Stetmann isn’t as different as some of the others (mostly a basic Zerg faction) but his style is unique and his top bar is awesome
- Unit Design : Stukov. What can I say. The way his units spawn, the way you can support them, his custom bunkers, his elite infested units, his top bar, the incredible QoL of controlling his units, the auto creep spreading, it’s all so fantastic…
- Unit Design : …for an absolutely bonkers…
- Unit Design : …three positives
- Unit Design : Stukov gets a bonus positive for sheer fun and viscerality
- Unit Design : Swann, with heavy vehicular focus, new tech trees, and differing playstyle…
- Unit Design : …for two positives
- Unit Design : The multi-track upgrades and general kit of the units
- Unit Design : The Stalkers/Dragoons are another well designed unit. Stalkers with their useful micro, Dragoons which are exactly what they always should have been, and Adepts which serve as good support…
- Unit Design : …for two positives
- Unit Design : Tychus, Generally fantastic design
- Unit Design : Tychus, Incredibly good Hero design…
- Unit Design : …for a full…
- Unit Design : …three positives
- Unit Design : Tychus, QoL features
- Unit Design : Tychus, Upgrades and cost
- Unit Design : Ultralisks are honestly fantastic this time around, finally fixing their issues (range, pathfinding, cost), the only thing keeping them from multiple positives is how little time you get with them
- Unit Design : Vorazun and the total shift towards Dark Templar and related units and abilities…
- Unit Design : …for two positives
- Unit Design : WoL Battlecruisers are even better than before
- Unit Design : WoL Goliaths are finally the useful awesomes they were always meant to be; great anti air support and no asterisks making them worse
- Unit Design : WoL Marines continue to be as well designed as they ever were; Good upgrades, good synergies, useful throughout the entire campaign
- Unit Design : WoL Medics similarly never stop being useful as long as you keep infantry-balling
- Unit Design : WoL Medivac is a great transport healer combo
- Unit Design : WoL Movable Buildings continues to be useful and change how Terrans build
- Unit Design : WoL Raven is a great caster, with lots of options and support
- Unit Design : WoL Reactor/Tech Lab by itself really changes how you build what
- Unit Design : WoL Reapers aren’t my cup of tea, but are very fast and mobile scouts with good skirmish and harrassment possibility
- Unit Design : WoL Siege Tanks are still fantastic. Semi fast, artillery mode, good support, indicators on range, great upgrades reducing negatives, not super strong but also not super expensive…
- Unit Design : …for two positives
- Unit Design : WoL Spectre/Ghost continues its role as the support infiltrator
- Unit Design : WoL Vikings are good hole-fillers given their adaptability and great anti air support
- Unit Design : Zagara and her heavy emphasis on mulching units and low pop with a hero…
- Unit Design : …for two positives
- Unit Design : Zealots are nicely rounded out this time, with either the AOE shredding, charging and stunning, or the revive protocol (which benefits from the mechanical heal beam)
- Unit Design : Zeratul. No supply or pylons needed, but also a great spread of units, but also no teching to speak of except in gaining artifacts, and also the entire artifact mechanic, and finally his fantastic selectable top bar…
- Unit Design : …for a full…
- Unit Design : …three positives
- Unit Design : Bonus point for Zeratul
- Unit Design : Zerglings are, for once, useful all the way through the campaign, with two great mutations
- Viscerality : The game oozes viscerality, in all three categories…
- Viscerality : …for a full…
- Viscerality : …three positives
- Level : Nova, The Escape is a very, very good No Build followed immediately followed by a fun sidescroller shoot’em up…
- Level : …for a full…
- Level : …three positives
- Level : Nova, Sudden Strike is a basic, brutal, competent but fun hold the line mission
- Level : Nova, Enemy Intelligence starts off as a basic but good hold the line with the bonus of the garrisons helping to both deal with escalation and ease the pressure… then the second half of the mission becomes a very fun stealth focused No Build…
- Level : …for a full…
- Level : …three positives
- Builds : Nova equipment load out
- Level : Nova, Trouble In Paradise is another basic but well designed ‘player controls the intensity of the mission’ gradient pressure
- Level : Nova, Night Terrors is a good ‘player choice’ mission
- Level : Nova, Flashpoint is bonkers good. Starts as a simple hold mission, but quickly develops as you decide which enemies you fight where, deciding your own difficulty and giving you options for how to deal with what, while also slowly escalating the attacks on you and expanding the map, all with the subway tunnel mechanic on top of it…
- Level : …for a full…
- Level : …three positives
- Level : Nova, In The Enemy’s Shadow is absolutely brilliantly constructed mission. It’s a stealth / freeform game, straight out of Thief or Dishonored, that has the ability to change your loadout in the mission, and tons upon tons of options for how to progress…
- Level : …for a full…
- Level : …three positives
- Terrain : Nova, In The Enemy’s Shadow has just brilliant terrain design to encourage routes
- Encounter : Nova, In The Enemy’s Shadow also has great encounter and boss design
- Level : Nova, Dark Skies is yet another fantastic Hold The Line, with allies, lane clearers, and access to a teleporting force, alongside the subway transportation network…
- Level : …for a full…
- Level : …three positives
- Level : Nova, End Game is, once again, a fantastic mission. Enemy comes out with a few turrets on the mech which are vulnerable and able to be destroyed, in whatever order you want to, but each time she comes out she comes out with another turret active, also with the Hyperion supporting pushes periodically, while getting hit every now and again, with a lot of gradient defense spots…
- Level : …for a full…
- Level : …three positives
- Core Mechanic : Food / supply dynamic, same as in Starcraft 1
- Core Mechanic : Standard / rare resource distribution of costs
- Core Mechanic : Pathfinding is, frankly, the best in the business. Seriously, the actual best ever, not just in general but in how units maneuver around each other…
- Core Mechanic : …for a full…
- Core Mechanic : …three positives
- Enemy AI : Best in the business. It’s hard to even put into words exactly how fantastic this AI is, so instead I’ll…
- Enemy AI : …for a full…
- Enemy AI : …three positives
- Replayability : Very, very replayable…
- Replayability : …with lots of options and variances in gameplay to replay
- Visual Distinction : With very few exceptions you can tell exactly what you’re looking at, especially in usage of colors…
- Visual Distinction : …for a full…
- Visual Distinction : …three positives
Gameplay Negatives:
- DRM : Always Online…
- DRM : …for two negatives
- MTX : In game store
- Co-Op : Several over-tuned, binary difficulty maps in Co-Op mode
- Audio Spam : Co-Op mode specifically
- Co-Op : Level irritations in general
- NG+ : Per-Campaign Chapter Select
- Bug : Resolution and letterbox bugs
- Options : Lack of proper resolution options and scaling
- Respec : Total lack of respec on Wings of Liberty campaign with regards to purchasing options
- Difficulty Options : As very well as they are designed, the jump between Normal and Hard in WoL is just way too big
- Unit Design : Diamondback
- Integration : Usual Blizzard issues
- Audio Spam : Mostly on mono-unit missions
- Walkthroughitis : Good luck finding that optional mission objective on your own
- Audio Spam : Shut UP Izsha, Christ stop over-tutorializing in literally the final mission
- Launch : Some usual Blizzard ‘too many users’ launch issues
- Kit : Removing the ability to choose your units, upgrades, and layout in the Epilogue…
- Kit : …is a weird, awful irritation in the final minute

SNES version, specifically. This is still one of the best 2D platformers and Mario games in general ever made. Amazing sound design, wonderful and tremendously animated visual design, and some of the best gradient level design in platforming. Absolutely, hugely recommend.
Type Of Review: Veteran RunTotal Story Score: +36
Total Gameplay Score: +116
Golden Number: 455.07
Cheats: No
Total Play Time: 1 days / 6.3 Hours
Time Reviewed: 11-16-2023
Story Positives:
- Brickwork : Let’s get this out of the way; the Brickwork in this game is bonkers good. So we’re going to be giving points for the style and artwork and detail and general quality of the field zones…
- Brickwork : …which get their own double. I’m especially fond of the flowers in the foreground
- Brickwork : The caves. I’ve often said that the measure of truly good art design is making a cave look good because… I mean it’s a cave. What’s good about it? Dirt and rocks? But really creative people will make these look amazing…
- Brickwork : …and Yoshi’s Island…
- Brickwork : …comes through in spades
- Brickwork : The castles! I love how vaguely cartooney they look too…
- Brickwork : …while maintaining an air of semi seriousness
- Brickwork : There’s another castle styled tileset, like in 1-8, which works great as a sewer or fortress area
- Brickwork : By world 2 we start to see chalk drawings and other additional details, such as crystals in the caves or flowers and bushes in the fields
- Brickwork : Yet another castle type, as shown in 3-4, this one’s more like a marble manor in the jungle. Which is appropriate
- Brickwork : Considering the jungle itself, which looks great by the way. Great usage of trees and vines and swamp and water…
- Brickwork : …another double
- Brickwork : World 5 brings the snowy biome and can I just say I adore this. Seriously, this entire tileset is fantastic. The trees have just the right depth to them, the snow is light and poofy, the snowfall is great (and varies in intensity!)…
- Brickwork : …it’s all…
- Brickwork : …great stuff
- Brickwork : So the sky and mountain kind of go hand in hand but they do some fun stuff with these
- Brickwork : And of course there’s the final world. The Dark World I suppose? Or Dark Land if we’re going by Mario 3. Anyways! This is great of course, between the more barrens look (totally contrasting Yoshi’s Island’s lush areas), more barren grey buildings, and of course lava…
- Brickwork : …another solid biome
- Visual Continuity : Overworld map and progression in later worlds. It’s not much but I love watching us slowly navigate the island
- Visual Storytelling : Across the island, really, but most noticeable in Worlds 4 and 5
- Architecture: Further, everything about the fortresses, islands, and layouts of the stages does a great job of making you feel that, even though it’s heavily stylized, each of these is an actual place on the island…
- Architecture: …really great stuff
- Animations : Some amazing animations throughout, selling the tone and vibe…
- Animations : …for two positives
- Atmosphere : This is a weird one, but between the visuals and the relay mechanic (the ‘team effort’), the game has a solid atmosphere
- Atmosphere : Also a general fun vibe positive
- Brickwork : General visuals of weather, lighting, etc.
- Intro : Love the storybook approach to setting up the premise
- Spritework : Yoshi themselves are just bonkers good…
- Spritework : …for…
- Spritework : …three positives
- Spritework : Enemies. So, so many extremely well designed enemies…
- Spritework : …for a full…
- Spritework : …three positives
- Spritework : Aaand bosses. Creative, fun, interesting, great…
- Spritework : …for two positives
Story Negatives:
Gameplay Positives:
- Difficulty : Gradient health, regenerating health, and malleability in said health
- Difficulty : Gradient difficulty via the design of making the optional collectibles naturally increase the difficulty of levels. I feel like this needs to be properly emphasized because this is an absolutely brilliant approach to difficulty options. Because the game has a very smooth curve of difficulty depending entirely how much you’re doing and how much you care to do…
- Difficulty : …great stuff, and one of the better implementations of this system I’ve ever seen…
- Difficulty : …earning that triple
- Controls : Game controls extraordinarily well…
- Controls : …for two positives
- Intro : Tutorial and 1-1 do the usual good setup stuff
- Music : Lots of good music…
- Music : …but some occasional fire songs
- Sound Design : Absolutely amazing sound design which helps indicate basically every layer and aspect of the game…
- Sound Design : …for a full…
- Sound Design : …three positives
- Enemy Variety : Absolutely great enemy variety throughout, with great designs on top of it…
- Enemy Variety : …for a full…
- Enemy Variety : …three positives
- Mid-Mission Checkpointing : Some really good, well thought out checkpointing throughout…
- Mid-Mission Checkpointing : …for two positives
- Core Mechanic : Safety net mechanisms in lives, recover Mario mechanics, and stage layout
- Difficulty Curve : The game has a nice, smooth, consistent curve upwards in difficulty all the way through World 6…
- Difficulty Curve : …for two positives
- Guidance And Flow : The usual approach, but given the design around collecting and the re-play approach they do some really good stuff with it this time around…
- Guidance And Flow : …for two positives
- Pacing : Lots of variety and different flow to the pacing, making the whole game just move perfectly…
- Pacing : …for two positives
- Terrain : Absolutely excellent terrain design across the entire game…
- Terrain : …for a full…
- Terrain : …three positives
- Tutorialization : As per Mario usual, the game tutorializes pretty much all the way through the game…
- Tutorialization : …for two positives
- Visual Distinction : Good general distinction
- Kit : General, but also the cards you can use mid mission
- Kit : Yoshi’s signature ground pound and egg throwing plus the flutter hover. I should mention that the skill ceiling in this game is crazy high and while that’s awesome so much of it is so far beyond what was clearly intended by the devs that I’m not going to count it as positives
- Level : 1-1 (Make Eggs, Throw Eggs) is, as tends to be the norm for mainline Mario games, a great tutorial level. Enemies you need to bypass with eggs and cannot find any other way around, lots of things to unlock, stuff like that
- Level : 1-2 (Watch Out Below!) and the usage of background/foreground along with changeable terrain with the Chomps flying at you
- Level : 1-3 (The Cave Of Chomp Rock) introduces the titular rock and how to use it to progress. It can be a platform, break things, and break enemies. And you can physics yourself all over it
- Level : 1-4 (Burt The Bashful’s Fort) and really introducing the Castle concept as well as more fun usage of the terrain with falling sections of the wall, plenty of seesaw platforms, and lots and lots of lava
- Level : 1-5 (Hop! Hop! Donut Lifts) is our first autoscroller, though it’s mostly about temporary platforms (some that rotate independent of you, some that you cycle forward, and some that fall if you stand on them too long)
- Level : 1-6 (Shy-Guys On Stilts) is… well I mean most of these level names are pretty accurate. We play with layers in the floors, diggable terrain, shortcuts, and bouncing pads
- Level : 1-7 (Touch Fuzzy, Get Dizzy) and the amazing terrain and control manipulation. The Fuzzies themselves are of course the star of the level, but there’s a ton of creative stuff going on here with pliable platforms, diggable terrain (again), and great enemy placement…
- Level : …easy double
- Level : 1-8 (Salvo the Slime’s Castle) and even more cool gimmicks and platforming. Using the slimes or water jets as platforms, lots of opportunities for ricochet shots thanks to the level layout, flippable platforms, good stuff
- Boss : World 1 in general. Burt the Bashful is fine, nothing really wrong with him. He’s more of a final exam for ‘you’ve figured out how to throw eggs now right?’ than anything else, and does a good job as it. And Salvo the Slime is the ‘okay you can throw eggs, now can you ricochet them?’ exam
- Level : 2-1 (Visit Koopa And Para-Koopa) is when we introduce the koopas to the mix. They’re interesting beyond nostalgia because they can’t be eaten like normal enemies, meaning you have to deal with them differently. This level also shows us Poochy for some spike shenanigans, and a deceptively hard segment where platforms slowly fall while you have to avoid them all. All in all a really solid level…
- Level : …for another double
- Level : 2-2 (The Baseball Boys) introduces enemies that start using your eggs against you. Which then immediately turns into you using your eggs against them against you in order to get optional stuff and bypass certain puzzles. And all of this leads to a nice segment with thief mice (they steal from you, as the name implies) and Frost Watermelon to give you a chance to give them what-for
- Level : 2-3 (What’s Gusty Taste Like?) has tons (and I mean TONS) of these stupid Gusties all over the place. It’s an interesting obstacle because you can eat them so you have options but they are just everywhere. This then leads into an extended underground sequence with switches, terrain, and great enemy placement…
- Level : …solid double
- Level : 2-4 (Bigger Boo’s Fort) and some very inventive platforming and looping stage design. Seriously I love how you do the different ‘routes’ through the same room (while dodging Boos of course)
- Level : 2-5 (Watch Out For Lakitu) and the very optional breakable terrain, extended train sequences, and of course the titular Lakitu who flings you ammunition… er I mean enemies
- Level : 2-6 (The Cave Of The Mystery Maze) and the pseudo maze and explorable fun. It’s a relatively small level but thanks to its smart layout there’s a couple of ways through it in a couple of orders and, as with 2-4, you’ll be going back through different parts of the same room periodically
- Level : 2-7 (Lakitu’s Wall) introduces static Lakitus. This is weird, but they compensate for their lack of mobility by their being approximately fifty billion of them. There’s ALSO Bullet Bills, falling platforms, pound pillars, and an extended and very fun racecar section…
- Level : …a solid double
- Level : 2-8 (The Potted Ghost’s Castle) and a lot of fun maze ghost platforming fun. Platforms on tracks over lava, platforms on temporary tracks over lava, the movable circular platforms that fly in the direction indicated which is just such a cool idea, the Shy Guys flinging bombs at you but in a way you can see coming so you have full awareness of when and where they’ll hit, the sewers mini maze with rewarding side areas, even MORE of the circle arrow block…
- Level : …this is a great stage
- Boss : World 2 in general. Bigger Boo isn’t much (if anything he’s a repeat of Burt The Bashful except inverted), and The Potted Ghost involves shoving him off the ledge
- Level : 3-1 (Welcome To Monkey World!) starts using slanted terrain a bunch as well as monkeys absolutely everywhere, the non lethal swamp water, a bunch of verticality, and naturally the best weapon in the game… the Watermelon. No seriously this thing is a friggin’ machine gun and I love it
- Level : 3-2 (Jungle Rhythm…) introduces the dancing Shy Guys with variable attack height along with having to carefully plan out jumps in advance
- Level : 3-3 (Nep-Enut’s Domain) and just a huge variety of challenges. Small platforms, monkeys, the big guy himself, the mud slides, the entire helicopter segment, the submarine segment, careful placement of enemies along cross-sections of jump through platforms…
- Level : …and you have a great stage
- Level : 3-4 (Prince Froggy’s Fort) and a ton of fun, mean, spike-related problems. Underwater spikes, spikes you need to build platforms over, a pushable ferris wheel across a water segment with more SHy Guy bombers, tight corridors with crabs that get in the way, ANOTHER pushable ferris wheel across spikes…
- Level : …great stuff
- Boss : 3-4 (Froggy) by itself is a very inventive, fun, unique fight with a lot going on for how simple it is
- Level : 3-5 (Jammin’ Through The Trees) is an interesting one. It’s like the earlier 3-1 but this time with way better (and harder) terrain design, requiring you to navigate carefully, destroy your way forward, and all the while bypassing or dealing with enemies everywhere
- Level : 3-6 (The Cave Of Harry Hedgehog) has an interesting open area segment which you’re supposed to use the vehicle on, as well as navigate up and down around the area to grab everything
- Level : 3-7 (Monkey’s Favorite Lake) is another of those non lethal water levels, this time crammed with swinging monkeys and more Shy Guys on stilts. Add in a bunch of smart platforming and enemy placement (including the fake sunflowers) and some peekaboo fish and we’re gold
- Level : 3-8 (Naval Piranha’s Castle) is definitely a continuation of the themes introduced in the last sewer level; Angled shots. The ENTIRE stage is all about making shots under, around, and over things using the angles to manage it, and they’re super clever with it on top of the general ‘maze’ theme of most of it…
- Level : …easy double
- Boss : 3-8 (Piranha) is skippable, fun, and plays with the mechanics introduced in the previous stage
- Level : 4-1 (GO! GO! MARIO!!) isn’t just nostalgia, but has some solid enemy placement and stage layout designed to be played with. The whole stage wants you to run through it full tilt and every enemy, platform, and even the Fuzzies are designed in a way to keep you zooming through it…
- Level : …another double
- Level : 4-2 (The Cave Of The Lakitus) is a fun, looping, dense cave filled with those turret Lakitus again, more smart backtracking, and some great encouragement to use the Koopa shells with the terrain
- Level : 4-3 (Don’t Look Back!) is probably the official moment when the gloves come off. Almost every platform in the major segments is temporary, meaning if you make a mistake you’re probably dead. Furthermore in most parts of the level you can’t backtrack to try again. Still, the placement and arcs in question are fun and fair
- Level : 4-4 (Marching Milde’s Fort) is one of the better levels this early on, with multiple themes and rooms and routes. You start off in a ‘hub’ style area and have to hit four nearby micro stages to get keys, which lead you back to the hub. Each micro stage has its own theme (which is visible in the preview leading to it). So we have four distinct themes in the same stage, good peeking…
- Level : …I think this is our first solid…
- Level : …triple stage
- Level : 4-5 (Chomp Rock Zone) and how to properly do an escort quest. So what we’re escorting is the Rock (this is a development of the theme all the way back in World 1 where they introduced the rock) which, per my earlier statement, is helpful both for platforming and for enemy removal. The entire stage is designed around this, for a short but sweet romp
- Level : 4-6 (Lake Shore Paradise) and lots of side areas and exploration. Seriously this might as well be an open world zone for how huge it is and how much stuff there is to do in most of its cells. I’m also very fond of the continued usage of water as more of a tool than an obstacle
- Level : 4-7 (Ride Like The Wind) is great. Moving platforms is nothing new but these are super fast, and that also comes with super momentum. Tests your reflexes and rewards you for thinking creatively
- Level : 4-8 (Hookbill the Koopa’s Castle) is a great vertical climb. Breakable spikes, those wonderful rotating arrow platforms, lots of smart curved terrain going up…
- Level : …solid double
- Boss : 4-8 (Koopa) is a relatively simple but very enjoyable, visceral fight up in the clouds
- Level : 5-1 (BLIZZARD!!!) is when the stage design really starts to come into its own, combining themes, visuals, enemies, and difficulty. The rocks working against us, bouncey enemies that interrupt jump arcs, icy segments to help bypass stalactites, snowy hills…
- Level : …easy double
- Level : 5-2 (Ride The Ski Lifts) is a seeming breather level but no, this level is mean as hell, but between the snow, the lifts, and the bouncers. There are some very long, very mean jumps here and the enemies are very precisely placed to interrupt every single one of them. This stage is very well designed…
- Level : …so we’ll call this…
- Level : …a triple
- Level : 5-3 (Danger – Icy Conditions Ahead) is super creative. Lots of ice (of course), some of which you can burn to melt, some of which you have to, all while dealing with bouncey penguins you can’t eat normally, culminating in a super fun skiing segment which rewards reflexes and paying attention and is just generally fun…
- Level : …call it another…
- Level : …triple
- Level : 5-4 (Sluggy the Unshaven’s Fort) is another pseudo maze with lots of potential ways to deal with individual puzzles, tons of ‘make your own way’ platform breaking and generating, the squish / squeeze platforms (pretty sure those are new), an extended pseudo autoscroller (with arrows to prevent Gotcha!ing)…
- Level : …another solid stage
- Boss : 5-4 (Sluggy) is very unique; no damage, and a refill, but a sort of slow enrage because he WILL push you off if you take too long
- Level : 5-5 (Goonie Rides!) continues rewarding gradient design in platforming as well as giving us tons of Goonies to play with. Obviously these are mostly enemies but some can also serve as aids. Couple this with a helicopter segment, a huge timed platform section with switches, and you have…
- Level : …another solid stage
- Level : 5-6 (Welcome To Cloud World) is absolutely brutal but in a very fun way, and I love the escalation and jumping arcs. We start with an autoscroller, multiple types of Shy Guys, those great boomerang birds that replace your eggs with… y’know, boomerang birds. I don’t know what they’re called don’t ask me. (Okay I paused in typing this up and looked it up, they’re called Huffin Puffins. Seriously) Combine with Lakitus, Gusties, and using enemies as a way to hit switches and you have…
- Level : …a solid stage
- Level : 5-7 (Shifting Platforms Ahead) is just going hog on the ‘platforms on tracks’ theme. There’s slow ones, fast ones, ones that terminate, ones that loop, all alongside those blocks that start falling as soon as you touch them. Meaning the entire stage rewards timing, speed, and reflexes…
- Level : …great stuff
- Level : 5-8 (Raphael the Raven’s Castle) is one of my favorite stages in the game. We start off on the underside of a floating castle of some kind, having to constantly climb up and up while dealing with cannons, Shy Guys, rotating platforms, those circle arrow movable platforms, an entire train section, TONS of smart enemy usage…
- Level : …easy double
- Boss : 5-8, Raphael the Raven, is easily the best boss in the game, very unique, creative, and most importantly of all… fun…
- Boss : …for two positives. I honestly wanted to give a third but couldn’t, in fairness, do so because it’s just too simple and short for what it’s going for. I tend to sit here and just enjoy the fight for a bit before defeating it because, y’know, I want to
- Level : 6-1 (Scary Skeleton Goonies!) feels like a final stage, an exam for all the concepts to date. Spikes, enemies, Chomps flying at you, bottomless pits, push blocks, goonies, tiny platforms with enemies on them that you can’t defeat traditionally and therefore need to avoid or knock off…
- Level : …fun stuff
- Level : 6-2 (The Cave Of The Bandits) is absolutely what this kind of difficulty should be, brutal but with recovery, and all leaning on the player. We get hit with a bandit almost immediately, and get introduced to the more subtle type of lava (let’s call it Surface Lava, where it’s just kind of hanging out there on the surface). Follow this up with a mean enemy spam section, and finish up with an entire swath of spikes that have to be invincibled across…
- Level : …and you get a solid double
- Level : 6-3 (Beware The Spinning Logs) may be as close as we get to a level negative. These logs really physics badly, and combine that with lots of tight platforming, magma enemies that interrupt jump arcs, and some friggin’ Fuzzies… but no it’s still good. Amusingly the shortness of the stage works in its favor
- Level : 6-4 (Tap-Tap The Red Nose’s Fort) is a very fun pseudo maze with multiple branches and fun minibosses. The multiple floors of the pipe area, the usage of the Tap Taps and the Shy Guys, the mice which just want to rob you blind, the corner shots the terrain wants you to do, and of course the ferris wheel you push across the rolling lava (and the tiny wooden platform!) make…
- Level : …for two positives
- Boss : 6-4, Tap-Tap, is honestly a very fun iteration on the Mario 3 Bowser fight. You break platforms so he falls into the lava, but of course those are the same platforms YOU are standing on. Have fun!
- Level : 6-6 (The Deep, Underground Maze) is exactly what it says on the tin. A huge maze with tons of different themes, enemies, and obstacles (so many I feel silly even trying to categorize all of it). There’s a lot of smart backtracking here, your route can change based on your skill level, and the whole time there’s plenty of recovery all over the place…
- Level : …another solid double
- Level : 6-7 (KEEP MOVING!!!!) is my favorite stage in the game, bar none. First we race away from a massive Chomp, then we have track platforms, then rotators with momentum, then more temporary platforms, then fast track platforms, and the whole while if we stop we’re screwed. Sometimes it slows down to give you a chance to breathe, sometimes it speeds up to force you to use reflexes (or memorization), but in all cases it’s simultaneously brutal and fair…
- Level : …an easy…
- Level : …triple
- Outro : Level: 6-8 (King Bowser’s Castle) starts off simple, but where it shines is the randomness. I think I mentioned this on camera but it’s a development of the themes of Mario World’s final stage and castles in general. We start off picking a more or less random door with its own themes, then have a slow autoscroller while Kamek flings beams at us which hits the terrain and turns it into random enemies
- Outro : Boss: Fantastic and fun final boss fight. And I LOVE that song. The only reason I’m not giving it more positives is the aiming is super finicky and comes out of nowhere (nothing in the game really properly tutorializes this type of arc). Could be a lot worse though. The game is more than fair about giving you opportunities to smack his big head, especially as he gets closer, and those eggs spawn the instant you need them
- Level : 6-E is a nice thematic finale type stage at the end of everything
- Replayability : Yeah this is a fun one to replay
Gameplay Negatives:
- Raspberry Jam : Mario crying
- Padding : The fact that collectibles have to be gathered in one run and then the level beaten
- Level : 6-5 is long, boring, and padded… and worst of all, no mid mission checkpoints across the bad part

This is one of the best games ever made. It has quite a few flaws (more than most Metroids we’ve covered so far, in fact) but it absolutely blankets those in enemy design, kit, visual storytelling, atmosphere, and most importantly of all some of the best level design in the business. Each zone has ‘loops’ of levels which are exceptionally designed individually, but also loop into other loops naturally and smoothly. This means the routing in this game is through the roof; Not just for speed or challenge runs, but in an everyday playthrough you still find yourself thinking of how you get where you want to go given your options, and the whole thing feels awesome.
Type Of Review: Veteran RunTotal Story Score: +57
Total Gameplay Score: +91
Golden Number: 528.8
Cheats: No
Total Play Time: 1 days / 2.7 Hours
Time Reviewed: 5-9-2024
Story Positives:
- Brickwork : Crateria. The thunderstorm, the cracked ruins of Tourian from Metroid 1, and the cold caves formerly known as Brinstar
- Brickwork : Ceres Station. While brief, it can’t be underestimated how much this segment does visually to set the scene of the empty but mostly pristine station… which quickly turns into the bloodsoaked station, and finally the about to explode station
- Brickwork : Brinstar 1. The green, the lush vines and plants everywhere, the platforms jutting out of the foliage
- Brickwork : Brinstar 2. The spores, the deep red thrumming, the brilliant more mechanized look
- Brickwork : Norfair 1. The rocky crags, cold facilities
- Brickwork : Norfair 2. This is wild… there’s so many different tilesets and biomes here I can’t even summarize, such that I will simply give this and Norfair 3 their own…
- Brickwork : …double positives
- Brickwork : The Wrecked Ship. God I love how this place looks. It looks like someplace that’s lain dormant in a swamp for ages, and that works great, especially since it has
- Brickwork : Maridia 1. I love this place; the sandy dunes, the chunks of the Pirate Mother Ship jutting out of the swamp
- Brickwork : Maridia 2 is even better, showcasing the interior of the ship long since dragged below the water
- Brickwork : Ridley’s Lair. The molten, heat-infused hellscape absolutely littered with Chozo designs
- Brickwork : New Tourian. Cold, clean, and new; the only place in the game that gives off that clinical vibe
- Architecture: As with most of the great Metroidvanias, a lot of work is done to make each of these areas feel like fully fleshed out, developed areas. Brinstar feels like a vast underground field, the Wrecked Ship feels like a huge frigate, Norfair is littered with enough ruins and columns that you can see how it was once a city, et cetera…
- Architecture: …for a solid double
- Spritework : Samus. There’s slightly better sprites for her, but not by much, she has such a huge range of motion and design…
- Spritework : …that she earns two positives
- Spritework : Enemies. The sheer variety and design to the dozens of enemies in this game is bonkers…
- Spritework : …easily earning two positives
- Spritework : Bosses! They may have issues gameplay wise, but they look awesome…
- Spritework : …easily earning two positives
- Cutscene : Opening scrawl. The narration, the summary of the previous two games, and the build up
- Intro : The tempo, the tone, the quiet walk through the dead facility, followed immediately by the unlosable fight with Ridley and the exceptionally intense and escalating escape from the self destructing station…
- Intro : …for a full…
- Intro : …three positives
- Atmosphere : The entire opening segment oozes it
- Pacing : I love the variance. We start ruminating, we shift to gloom and doom, excitement and action, followed by another ‘dead’ segment of empty abandonment, and then the slow lift into Brinstar 1
- MSQ : Sporespawn. The music is perfect, the slow creeping dread of this surreal monster just… moving, as if you’re not even there, but still trying to kill you
- MSQ : The build up to Kraid. Callbacks, visuals, corpses, audio
- Moment : Kraid. I’m sorry, this moment is awesome, even if you never played 1. Just riiising up from the depths, as this bombastic music plays
- Moment : Poor Crocomire. The death is already horrible, the return even more so
- Music Direction : Lower Brinstar. Good lord, Lower Brinstar. This music really, really sells the area
- Music Direction : Gloomy sequences in general. There’s so much atmospheric music that helps with the calmer scenes
- Music Direction : Uplifting sequences. There’s a weirdly large amount of music that helps sell the ‘breather’ moments where things aren’t dreadful
- Music Direction : The Wrecked Ship. This deserves its own mention for being goddamned horrifying in all the right ways
- Atmosphere : The Wrecked Ship. Jesus this place is horrifying. Empty, rotting, but occasionally skulls pop out… yay
- Sound Design : The Wrecked Ship. The haunting echoes and screams of the ‘enemy’
- MSQ : The Wrecked Ship, Phantoon, and then the powered up Wrecked Ship
- Atmosphere : New Tourian in general. This place feels so pristine and clinical in the otherwise very organic and natural Zebes
- Moment : The reveal of the baby… and it backing off upon noticing who we are
- Moment : The reveal of the Mother Brain is one hell of a moment
- External Continuity : To 1 and 2, obviously
- Cutscene : The Baby… this is still probably the second best single scene in the franchise. Swooping in to save us at the last second, the Mother Brain losing control and attacking her meal ticket…
- Cutscene : …the Baby reeling to fight her back…
- Cutscene : …and that horrible death wail as the Baby is killed, leading immediately into…
- Moment : …the Hyperbeam Moment
- Outro : The final destruction of the pirates, the Mother Brain, and the escape
- Outro : The destruction of the planet is really well done, especially for the time
- Atmosphere : General. The whole game oozes it from every screen and every second…
- Atmosphere : …easily earning…
- Atmosphere : …triple positives
- Animation : Really solid stuff, mostly in Samus herself but still
- Lighting : Especially in some of the lower depths and darker regions
- Visual Storytelling : Everywhere. So many small details I couldn’t possibly list them all. The dead soldier by Kraid’s lair, the broken glass, the Wrecked Ship in its entirety…
- Visual Storytelling : …all earning…
- Visual Storytelling : …triple positives
- Moment : The broken Hatchling container right past Ridley. This moment catches me everytime I see it, and it’s near perfect; the music, the sound, the empty shattered glass. This is wonderful visual storytelling and says and does so much without a word…
- Moment : …earning two positives
Story Negatives:
Gameplay Positives:
- Info In Game : The opening demo actually does a lot to really help guide the player in what they can do and where
- Controls : The game controls exceptionally well. It has several hiccups (listed in the negatives) but the rest of it is smooth as butter…
- Controls : …earning a solid…
- Controls : …triple positives
- Controls : Rebinds. This game, from 1994, lets you rebind controls. No excuses, modern games
- Intro : Ceres Station. Levels designed to tutorialize movement and jumping, the Ridley fight encouraging you to aim upwards (but not penalizing you too hard if you don’t), and the escape sequence slowing you down BUT not actually doing damage…
- Intro : …for a full…
- Intro : …three positives
- Intro : The initial ‘brinstar’ segment, the fully safe tutorial zone. How to jump, shoot, grab power ups, and break open missile doors
- Map : Honestly the same high quality map we’ve seen in several Metroids before now…
- Map : …with the usual indication and helpfulness thereof
- Minimap : And of course the minimap works quite well as well
- HUD : Simple, but solid
- Itemization : Reserve tanks. These are hard to explain but they’re a great idea; one last emergency reserve that helps with the flow of combat
- Itemization : Drops. This game introduced dynamic drops, and also the drops themselves are very well designed in general to reduce padding and grind…
- Itemization : …earning a solid…
- Itemization : …triple positive
- Itemization : Spacing. The actual upgrades are well paced and well positioned
- Terrain : Absolutely excellent terrain design. The best singular example I can give is the ‘down right’ of Brinstar 1 and 2 which itself is then played with to encourage the player to backtrack and explore…
- Terrain : …easily earning…
- Terrain : …triple positives
- Enemy Variety : Really great enemy variety in this one. Tons of different types of attacks and weakpoints throughout…
- Enemy Variety : …for an easy double positive
- Enemy Design : Alongside that, the enemies themselves are very well designed. Each zone containing what it should to help you either avoid what you shouldn’t, go where you should, defeat what you can, and avoid what you can’t…
- Enemy Design : …earning double positives
- Encounter : Crocomire. I unironically love this whole sequence
- Save : Placement is better than I remembered, rarely are you far from a save point
- Intro : Crateria 1. Lots of specific areas designed to help you to get used to platform jumping (the Mother Brain fight area), vertical progression (the former exit shaft), aiming upwards (lots of enemies and attacks coming from an upwards angle), and how to interact with shafts, bombs, and refill spots..
- Level : …for two positives
- Core Combat : Fun, interesting, intense, and engaging…
- Core Combat : …earning double positives
- Level : Brinstar, first sequence. Very directed; some ‘branches’ but most are ‘come back later’. Inclination is entirely down right, which guides you to a door you cannot open, forcing a brief backtrack to Sporespawn which then gets you the Supers to progress, and finally into Noob Bridge and our first major lockdown point…
- Level : …for two positives
- Level : Brinstar 2 is fascinating example of ‘locked in’ progression; the moment you fall into the pit, you are locked in until you get the ice beam. So now you have a decent area of progression, but one way or another the metaphorical door has slammed shut behind you, and now you have to roam until you find more stuff to roam until you find the all important ice beam…
- Level : …for two positives
- Level : Guidance away from High Jump (no way to go but back to Brinstar 2), guidance towards the Spazer (huh what’s this hole in the ceiling, aha), and guidance towards Kraid (cracks and holes)
- Boss : Kraid. He’s easy, but well designed and complex
- Level : Norfair 1. It’s extremely on rails still, but feels open as you progress to the bubble room, whereupon you find several side areas and multiple pickups but all ultimately looping back to the upper area of the bubble room and our first big upgrade, dash, which opens up quite a lot…
- Level : …for two positives
- Level : First major Backtracking pass. With the dash we know we can access Ice Beam, and with Ice Beam we unlock the door behind us and can now go up the tower. (side note: Backtracking involves different kit and is a treat to do). Then we go up the tower via careful ice beam jumps and encounter the room from hell (a room made much easier with… ice beam). Immediately after we see a weird block, leading to the all important power bombs, and their icon is EXACTLY the same as the one we just saw in the Ice Beam room, so now we have our destination. (We also can unlock a LOT of optional stuff at this point, as between Dash, Ice, and Power we have access to a huge swath of Crateria and Brinstar). There’s a lot here…
- Level : …for double positives
- Level : Norfair 2. This loop is quietly brilliant; a little obtuse to reach (the Power Bombs in the Ice Beam area) but once in it loops beautifully into Norfair 1. The dash sequence, a simple loop right back up but also a section designed around Grappling (two, actually), enemies that drop power bombs as high priority, and another ‘door closed behind us’ mini sequence leading us to the grapple…
- Level : …earning it…
- Level : …three positives
- Kit : Honestly this is mostly ‘the usual’, with a couple of nice bonuses (the X Ray, while problematic, is actually really helpful)…
- Kit : …earning two positives
- Level : First real freedom point. We have grapple, wave, dash, ice, super, and bomb. Aside from parts of Maridia and Ridley’s Lair, we have access to the whole world, and this is a great time to just explore and find power ups and optional items. This is also when the connective areas and looping level design really start to shine as the player is allowed to start doing the all important routing
- All Roads Lead To Rome : In spades. I’m not sure I’ve ever seen a game do routing better than this. The amount of freedom and movement options and routes possible are absolutely bonkers…
- All Roads Lead To Rome : …leading to…
- All Roads Lead To Rome : …triple positives
- Backtracking : I’ve seen better (in Fusion and Dread) but this is still a golden standard of backtracking. Enemies, terrain, kit varying up backtracking and keeping it quick and well paced…
- Backtracking : …earning two positives
- Guidance : Walkthroughitis issues aside, the game is exceptional at guidance. The map, the enemy placement, the terrain stylings, the power ups, all constantly help give you an idea of where to go…
- Guidance : …easily earning…
- Guidance : …triple positives
- Flow : The looping level design makes this game flow so, so smoothly it’s hard to even put it into words, so instead I will simply give it…
- Flow : …a full…
- Flow : …three positives
- Level : Wrecked Ship. The first run through is purely for story, but the second is interesting… lots of damage coming from lots of angles but all dealable with, but the point here is the Wrecked Ship is a weirdly combat heavy segment (fitting for how small it is), and it opens up very quickly and smoothly into a Map, a Super, the way forwards into Maridia 1, and Gravity Suit
- Level : Maridia 1 is extremely limited in where you can go, but still filled with good, tight segments of platforming and puzzle as it guides you back down to the proper entrance
- Flow : Bonus point to the brilliance of this whole segment. The Wrecked Ship doesn’t naturally lead to the glass jar, and while there are (multiple) other routes they needed some way to help guide the player down here, hence Maridia 1
- Level : Maridia 2 does several things wrong (looking at you, grapple beam) but it still does a lot right. The entire level design ‘sifts’ down to the entrance, so if you get lost or stuck you can sift down to loop back up
- Secondary : Maridia 3 is all about puzzles to get items and power ups, and while I’ve seen better, it’s still good
- Overworld : There isn’t as much of one as in other games, but it’s still there and the connective spine does good work as a navigation tool
- Level : Ridley’s Lair is so damned good. This is a final exam and, functionally, the last dungeon, and it shows… but it never gets to the point of unfair, it’s always mean but allows for recovery. It also functions as a playground for the recently acquired Screw Attack (and offers a backup loop to either avoid it or circle back)…
- Level : …earning it double positives
- Boss : Ridley. I know boss design isn’t this game’s strong suit, but the Ridley fight is a great way to make a simple fight engaging
- Music : I mean, yeah, this game has an absolute banger soundtrack. There’s a reason so many Metroids kept remixing it years later…
- Music : …earning a full…
- Music : …three positives
- Song : Brinstar 2, or Lower Brinstar. This song perfectly encapsulates the soothing, peaceful depths
- Song : Norfair 2, or Ridley’s Lair (sometimes called just Norfair). The deep thrumming, the choir, the drums, great stuff
- Outro : Mother Brain 1. This fight is actually a really good take on the original MB fight and works for it
- Outro : Mother Brain 2. This fight is deceptively hard, as she hits like an absolute truck, but it has just the right plodding pace to work for it considering how swift it is
- Hyperbeam Moment : The namer of the entire concept. Getting the Hyperbeam, absolutely obliterating the boss, and the boss screaming in horror at each shot…
- Hyperbeam Moment : …earning itself a full…
- Hyperbeam Moment : …three positives
- Outro : The escape sequence. One of the better ones in the franchise, with tons of enemies, destructible terrain, and a clear path… all while obliterating everything with the Hyperbeam…
- Outro : …earning two positives
- Difficulty Curve : Really, really smooth. I’ve seen better, but not by much…
- Difficulty Curve : …for two positives
- Encounter Design : I really like the thought that goes into what enemies are in which areas and alongside which other enemies…
- Encounter Design : …for another two positives
- Pacing : Holy crap does this game have good pacing. Explore, fight, run, explore, puzzle, fight, boss, explore… and it all follows the wave fantastically and throughout the whole game…
- Pacing : …earning a full…
- Pacing : …three positives
- Power Progression Curve : We start off pretty weak. We end off destroyer of worlds. And the pace throughout is smooth progression…
- Power Progression Curve : …for two positives
- Sound Design : Excellent Nintendo standard sound design, for enemies, puzzles, and bosses alike…
- Sound Design : …for two positives
- Tutorialization : The whole game never stops tutorializing every time you gain a new ability or kit, all the way up to the Screw Attack and the ceiling positioned just so to help you figure out how it works…
- Tutorialization : …for two positives
- Replayability : The game is generally replayable, of course…
- Replayability : …but the game also has tons of routing and options in how you play it, for the second
- Visual Continuity : Very, very easy to tell where you are and to navigate based solely on the visuals and terrain, between tilesets and colors…
- Visual Continuity : …earning a full…
- Visual Continuity : …three positives
- Visual Distinction : Further, you can always tell what you’re looking at, what it means, and keep everything in focus for some of the best visual distinction in the business…
- Visual Distinction : …earning a solid…
- Visual Distinction : …triple positive
- Viscerality : Less than several other Metroids, but still there a bit
Gameplay Negatives:
- Walkthroughitis : Some of the items you can gather in this game are absolutely bonkers hidden, in a ‘scan literally every inch of the walls, floor, and ceiling’ kind of way…
- Walkthroughitis : …making gathering 100% a colossal pain
- Walkthroughitis : Some other issues, but the biggest one is of course entering Meridia
- Controls : The usual Space Jump issues, plus some general jank
- Kit : Grapple. It’s a great idea, and it sucks. The physics jank is already weird, and the weird momentum makes it even worse, especially given how mandatory it is
- Raspberry Jam : Love those low health beedleeps
- Level : The wall-jump pit. You know the one. It’s possible to get stuck down there AND it’s possible to save down there, screwing players into being stuck down here. All of this would honestly be FINE if wall jump wasn’t… wall jump…
- Controls : …earning wall jump its own distinct negative
- Boss : Phantoon is a bit too much for where he’s at. Too much damage that’s difficult to avoid, the runback from the nearest save (the ship), and far too small of vulnerability windows
- Level : Hope you like Grapple because there’s two major sections of Maridia 2 that lean on it, hard, and they absolutely suck

The only flaw of this game is getting ahold of a copy to play. The story still nails it, the visuals hold up to this day, the sound design is fantastic and informative, the combat is fun, the dungeon design is great, and the game is short and variable enough to be quite replayable. Hugely recommended.
Type Of Review: Veteran RunTotal Story Score: +27
Total Gameplay Score: +58
Golden Number: 302.49
Cheats: No
Total Play Time: 2 days / 6.19 Hours
Time Reviewed: 6-11-2024
Story Positives:
- Brickwork : The green grasslands of Hyrule. I have actually used the grass in this game as an example of how to design brickwork without going crazy
- Brickwork : Kakariko is mostly the same tileset, but still does a lot with the floors, walls, cooking implements, washbins, and all sorts of other wonderful stuff
- Brickwork : Death Mountain, especially in the Dark World
- Brickwork : The Dark World. The rotten looking grass, the broken ground, the skulls, the trees with faces, the sickly water
- Brickwork : Skull Woods. This is when the Dark World really ramps up the horror and stops pretending to be anything but what it is. The additional palette and detailing and fog and other horribleness really make this place just scream. Special mention to the giant insect statue eating another giant insect statue… alive
- Brickwork : Dungeons. While few stand out on their own, the variety and distinct styles help tremendously…
- Brickwork : …for two aggregate positives
- Architecture: I’ve mentioned this a few times. The whole of Hyrule is pretty small, and the actual towns even more so, but between loading screens, plenty of interiors, good usage of interactable NPCs, and some building density tricks, it feels larger than it actually is
- Spritework : Some of the best stuff we’ve seen so far, beat only really by Minish Cap. Characters, enemies, bosses…
- Spritework : …easily double positive territory
- Intro : The entire opening sequence is astonishingly good for how simple it is. The music, the narration, the crude yet effective in gameplay cutscenes showcasing the dead king and the controlled soldiers
- Intro : Atmosphere and tone, dialogue, visuals, audio. The entire intro nails it on every point. We walk outside, the music gets louder, the rain gets louder, and the screen gets darker, and it’s all downhill from there. From the very beginning we get the exact vibe and tone of this game
- Background Lore : Quite a bit just all over the place, between geography, discussions from people, and tidbits in the dungeons
- MSQ : The Kakariko segment. Lots of people to talk to, lots of flavor
- Visual Storytelling : Slow devolution of the overworld as things get worse. More enemies (of worse types), less helpful NPCs out and about
- Music Direction : The music sells so many scenes in this game. From the castle to the woods to the dungeons to the Dark World…
- Music Direction : …easily earning a second positive
- Moment : Your first REAL interaction with the Dark World. You’ve just beaten the last boss, which the entire game structures to be the big bad, and now you’re in the Dark World… the sunset in the distance, red skies, a tower ominously casting a shadow on the horizon, and a great golden pyramid, all while that wonderful songs plays. And if you open the world map…
- Visual Storytelling : …the whole world suddenly looks wrong. Sickly, like a warped version of the map we’ve been using up until now. Swamps, sickly grass, skulls litter the landscape, and everywhere are these trees…
- MSQ : …all those who befell the same fate as the flute boy. And of course, using this tragedy to carry on…
- Theme : …which honestly is the theme of the game in a nutshell. Things are bad everywhere, but we push forwards despite it. This also feeds neatly into one of my favorite overall story points of the game; the world…
- Atmosphere : …is on the edge of the knife. A world on the very verge of an apocalypse in a dozen quiet ways
- World Building : The maidens, the Dark World itself (fragments of ages past but, as we see, even recently people are still slipping into the Dark World), and the mythos and backstory for Ganondorf
- MSQ : Skull Woods. Everything about this place is horrifying, from the visuals to the music, to that frickin’ dessicated insect eating another insect
- Outro : Everything about the final push up through Ganon’s Tower and the final encounter with Ganon
- Outro : The ending is just legit. Satisfying, earned, great music, great showcasing of all the people we’ve helped…
- Outro : …and the slow credits crawl over the Dark World finally reverting to the Golden Land
Story Negatives:
Gameplay Positives:
- Controls : The game controls fantastically. Dedicated swing, grab, and dash, as well as items (well indicated), and very precise usage in all situations…
- Controls : …earning a full…
- Controls : …three positives
- Combat : Not as good as a few games we’ve had, but still very solid and weirdly fun, especially given how much of it there is
- Music : I mean, yeah. There’s a couple of songs I’m not a huge fan of, but the rest is fantastic…
- Music : …and really adds to the experience
- HUD : Quick, easy, and at-a-glance. Mana, equipped item, rupees, bombs, arrows, keys, life…
- HUD : …for two positives
- Kit : Some great stuff here. Not the best, but still good, especially with some of the weirder items…
- Kit : …like the canes, the cape, and of course the old standby; the hookshot
- Penalty For Failure : The usual Zelda quality here
- Overworld : The Light World is a very well designed overworld. Quick, smooth, and intuitive access to all points (most of which you can find right out of the gate), and tons to do in all directions…
- Overworld : …easily earning two positives
- Visual Distinction : Honestly one of the best games for visual distinction in the franchise. At all points you can tell exactly what you’re looking at and how to interact with it, even basic little things like different shapes for grabbable objects and switches and the like…
- Visual Distinction : …earning a solid…
- Visual Distinction : …three positives
- Sound Design : Absolutely excellent sound design, some of the best in the franchise to date. Distinct sounds for enemies, interactions, pickups, just… wonderful audio feedback everywhere…
- Sound Design : …for two positives
- Enemy Design : Some great enemy designs throughout. Static enemies with lots of damage but easily avoidable, mobile enemies that home in on you with low health but high numbers, stunners, avoiders, flyers… there’s a bunch of great design here…
- Enemy Design : …for two positives
- Enemy Variety : I’ve seen better (in this series, even) but there’s still a good spread of enemy types throughout
- Pacing : I’ve seen slightly better, over in Minish Cap, but there is still some great gameplay pacing across exploration, puzzle, and combat sequences
- Replayability : I mean of course it’s replayable. It’s short and fun…
- Replayability : …and the Dark World can be done in a lot of different ways
- Intro : Hyrule Castle, narrow corridors, audio design and locked doors, enemy encounters… a lot of very basic concepts are brilliantly tutorialized very quickly and build the baseline for all future puzzles to build upon
- Intro : The encounter design in Hyrule Castle is very smart. We start off with non combative knights, followed by one knight who will attack, followed by combining the two, and then escalating to higher health and more aggressive enemies, then backing off for a bit but still keeping things tense… it’s great stuff
- Tutorialization : General. Similar to Mario World, a huge swath of the game is still tutorializing. In fact there’s three major sweeps of tutorials; First is the Intro, of course, already covered earlier… but then there’s the ENTIRE Light World. The expansive overworld, the micro puzzles and small caves, the easy and guided dungeons, the slow escalation of enemies…
- Tutorialization : …then there’s the majority of the Dark World, which builds and builds up to the big final exam of Ganon’s Tower. Virtually every type of enemy, encounter, and puzzle spread across the Dark World is then followed through on in Ganon’s Tower
- Encounter : Generally good encounter design, and some great mix and matching of just the right types of enemies…
- Encounter : …for two positives
- Itemization : Manual placement of items, with some very smart things throughout…
- Itemization : …for two positives
- Power Progression Curve : Items, weapon upgrades, hearts, bottles, and armor…
- Power Progression Curve : …for two positives
- Viscerality : Swords, spells, dashing, fun
- Map : I’ve seen better, but it’s not bad. In dungeons it indicates shape of rooms which can help, and in the overworld you can gauge most of where you can access and how
- MSQ : Kakariko and activities. Lots to do: Good exploration with good rewards, minigames, and it’s all optional
- Level : Eastern Palace and tutorialization and escalation. While Hyrule Castle obviously functioned as a tutorial, this follows through by being a mostly lowball sequence of introductions of puzzle and encounter types, culminating in a boss that doesn’t even need the dungeon item to defeat
- Level : Desert Palace, showcasing all roads leads to rome dungeon design and offering an increase in overall danger
- Level : Tower of Hera is the first really good dungeon so far. The initial showcasing of switches and how they operate as well as being able to access them from a distance, the dead end and helpful guidance towards using the Mirror in dungeons, the climb up showcasing the primary theme of the dungeon (falling). This is on top of enemies best defeated by knocking them into puts, and having to fall at several points to progress…
- Level : …all earning two positives
- Level : Hyrule Castle Tower is a fascinating dungeon. There’s almost no puzzles at all, instead it’s one solid gauntlet… but interestingly several of the encounters are optional, and even if you destroy each one it doesn’t overstay its welcome. The whole thing nicely fits the tone of ‘final dungeon’ as you go to rescue Zelda
- Song : The Dark World. The hauntingly triumphant song, fighting up against a tide of awful. The song that perfectly encapsulates a world falling into ruin, while you refuse to let it
- MSQ : The route to the Palace of Darkness. This is a surprisingly small segment (it’s only three cells total and that’s counting the Pyramid) but it’s mean and starts really encouraging the player to learn enemy patterns and deal with them appropriately. It’s worth noting that there are no new enemy types here really, just stronger versions of existing ones
- Level : Palace of Darkness. The game has stopped kidding around, and this dungeon is huge and complex. It loops in and out of itself constantly, with a handful of routes possible depending on which directions you take, but nothing is ever a dead end or locks you out without also giving you something to progress, and most branches loop back into the central chamber…
- Level : …earning it two positives
- Boss : Our first solid boss fight of the game, the Helmasaur King. Nice big obvious weak spot, weak to the item from the dungeon, but also multiple attack patterns that can be learned quickly, and the whole thing is a good ‘here’s what bosses are now’ deal
- All Roads Lead To Rome : The Dark World. You have to do Palace of Darkness first, no avoiding that, but after that the world opens up drastically. Everything you need to access a huge swath of the world is available, and once you get the titan’s mitt from Thieves Town you have basically opened everything. There’s a whole lot of natural design that encourages the player to do things in whatever order they choose to…
- Overworld : …which is part of why the Dark World works so damned well. Past the initial blockade of the hammer, there’s an incredibly Metroidy flow and design to the areas and what you can access and interact with. I struggle to properly explain, but it’s essentially the Light World but more so; there’s no freebies here, everything has to be earned and sought out, but it retains the good connective tissue, routing, and rewarding nature of the Light World…
- Overworld : …earning it…
- Overworld : …three positives
- Fast Travel : A bit limiting, thanks to the few spots to warp to, but still usable pretty much at will with little preamble or padding and great for navigation in both worlds (thanks to strategic portal placement, see the above Overworld positives)
- Guidance : Indicators on the map of dungeons and number as a vague guide
- Level : Swamp Palace. A few flaws drag it down (the switch puzzle, mandatory backtracking) but it still retains its gameplay theme nicely (water) and is still fun to navigate
- Boss : Arrghus. One of the only bosses requiring the usage of the item from the dungeon, and a smart and quick one two punch of its phases
- Level : Skull Woods. This is a mean dungeon, especially at first, but in all the right ways. The gameplay theme of the dungeon (traps) is used throughout, but there’s always a route back up or to return to where you came from, and ‘recovery’ rooms where you can catch your breath and re-adjust…
- Level : …and the divided nature of the dungeon as well as the multitude of entrances work in its favor
- Boss : Mothula. This boss could have sucked, but the low health, the infrequency of attacks, and the short runback time help make this a pretty fun and challenging fight
- Level : The Ice Tower does a decent amount right, and with some changes could be one of the best dungeons in the game. It loops into itself brilliantly, retains the ‘ice’ theme without relying on icy terrain too heavily, and has good pacing between types of rooms
- Level : Misery Mire. This place could be better, but it’s still solid; One giant maze of doom, but not a traditional maze, but rather just a whole lot of interconnected rooms, and trying to figure out which to do in which order. What drags the dungeon down is reliance on backtracking (especially if you got the switches wrong)
- Level : Turtle Rock. This dungeon is just plain awesome; mean, but fair. Intense, but with recovery rooms. Great pacing between combat, puzzle, and slow paced exploration rooms, and everytime it punches you in the face it pulls back to let you catch your breath…
- Level : …earning a full…
- Level : …three positives
- Boss : Trinexx. The requirement of the rods drags this down a bit, but it’s still a good mix of attack styles and phases
- Outro : Ganon’s Tower, the amazing final exam that never overstays its welcome nor leans into bullcrap. The usage of gauntlet rooms, terrain hazards, mixing types of enemies, great escalation, the whole dungeon is fantastic…
- Outro : …and earns a full…
- Outro : …three positives
- Outro : Ganon himself. For being relatively simple, each of his four phases has its own theme and structure and is still appropriately challenging to push through
- Viscerality: Lots of pots and grass to smash, cut, and enjoy. I’m especially fond of charging through stuff with the dash
Gameplay Negatives:
- Walkthroughtis : Good luck figuring out how to get to dungeon 2! To be clear; immediately after finishing the Eastern Palace, Sahasrahla guides you to… Lake Hylia where you can get the nearly useless frost rod. If you hit a fortune teller they’ll mention the library (though not where exactly) and if you chase the dude in Kakariko he’ll mention hitting things… and that’s all the hints you get about getting the Book of Mudora, which is mandatory to access the Desert Palace
- Boss : Moldorm. Frickin’ Moldorm. It’s an interesting fight, really, and it even follows the theme of the dungeon (falling) but the problem is each time you fall Moldorm’s friggin’ health resets
- Raspberry Jam : The low health beedleeps are honestly really bad in this one. Loud, piercing, and relentless…
- Raspberry Jam : …for a second negative
- Walkthroughitis : General smatterings. Little tidbits of ‘how the hell was I supposed to figure this out?’
- Music : Repetition. It’s not as bad as in previous Zelda titles, but it’s still an issue
- Enemy : The Wall Masters. They only really show up twice, but both times they are a giant middle finger to the player
- Level : The Ice Tower screws up twice. First and most importantly, unless you do the dungeons ‘out of order’ by doing Misery Mire first, you have to redo almost the ENTIRE dungeon in the worst kind of backtracking
- Level : Secondly, there’s this one small key you need to progress. There is NOTHING indicating where it is or how to get it, and only after memorization can I find it on replays. It’s ridiculous and very easy to get lost here. And yes, this is the same basic issue as the Water Temple over in Ocarina
- Boss : Kholdstare, the awful combination of punishing and boring
- Boss : Vitreous, same general problem. He hits VERY hard, and he’s very boring

Well consider me shocked, but the 3DS version of Ocarina of Time is a damned good game even today. Great dungeons, great story, great showcasing, great combat, great controls. I love playing and replaying this game and I hugely recommend it to this very day. Just… don’t play Master Quest. A bit of bonus information: Without Master Quest this game scores +48 Story, +53 Gameplay, and a Golden Number of 313.08
Type Of Review: Veteran RunTotal Story Score: +49
Total Gameplay Score: +40
Golden Number: 260.05
Cheats: No
Total Play Time: 3 days / 25.81 Hours
Time Reviewed: 6-21-2024
Story Positives:
- Intro : Title crawl. Mood, atmosphere, music, the field
- Intro : Navi’s initial pan. It’s a great little scene and does what it needs to very quickly
- Intro : Brickwork: Kokiri Forest. Innocent, carefree, with light colors, bright lighting, and fairies flitting to and fro, amongst tree-bound houses
- Brickwork : Deku Tree. Surprisingly high detailing in here, really getting across the feel and vibe of being inside a massive, living tree
- Brickwork : Death Mountain and Goron City. The rocky crags, the earthy terrain, and the mountainous landscape
- Brickwork : Fire Temple. I chewed on this one for a bit, but while a bit simple at times the vibes and tones of the dungeon and its architecture and stylings work pretty well for selling the scene
- Animation : Shockingly good for an early 3D game. In almost every cutscene, effort is put into making the characters and the scene work through how they interact with each other…
- Animation : …earning a solid double positive
- Intro : Moment: Goodbye to Saria, goodbye to the woods… goodbye to childhood
- NPC Set Dressing : Mostly in Castle Town, but general
- Brickwork : Castle Town! A dinky place that still feels like a whole city, with back alleys, busy stalls, and a crowded plaza
- Architecture: Shockingly good architecture design for an early 3D. Special praise to Castle Town which uses side alleyway sections that makes the whole residential segment feel substantially larger, and lots of visible terrain in the distance to help the central square look decent
- Doodads : Castle Town has the best doodads in the game. I can’t possibly list them all, but every single house and area has tons of work done fleshing it out wonderfully…
- Doodads : …for two positives
- Doodads : General. Mostly in the town areas, as usual
- Camera : Really, really good camera work for a game from 1998, let me tell you. Some great panning and establishing shots, and they help to focus in on characters as well as establish scale…
- Camera : …earning a solid double positive
- Cutscene : Zelda’s big exposition scene. Despite being mostly dry exposition it’s done well, between camera, animation, tempo, changing angles and even locations, and it establishes the stakes very quickly
- Atmosphere : Child section. Adventure!
- Background Lore : Basically everything to do with the society and the war the country is still reeling from
- Moment : Darunia dancing. The moves, the dialogue, the camera, Navi dancing along
- Characters : General support cast, as per usual…
- Characters : …but I do also think the Sages deserve their own mention. Memorable and interesting
- Humor : Mweep. Mweep
- Moment : The devastation of the future…
- Moment : …the empty, dead remnants of the villagers in Castle Town (yes I know the official canon no I do not care for the purpose of the review)
- Moment : This is an aggregate, but there are several micro moments on the route to the Forest Temple
- Atmosphere : The Forest Temple. Good lord I love the vibe this dungeon gives off. The classic haunted manor, lost in the deep forest
- Brickwork : The Forest Temple, again. You really get the feel of this old, lost fortress long since reclaimed by the wilds
- Moment : More like moments… each of those little, one-sentence tidbits from the Sages after they pass are surprisingly potent for how minute they are
- Plot : The deaths of the Sages. While it’s debatable who dies, when, and where, it’s a part of their story which we intersect, and it adds to each of them as we go
- Atmosphere : Shadow Temple. As much as I don’t like it, this dungeon absolutely oozes atmosphere, even with the reduced blood in the 3DS version
- Brickwork : Shadow Temple. Good lord. Corpse walls, cold stone bricks, guillotines, torture devices…
- World Building : General… thanks to the Shadow Temple in particular. We get juuust enough snippets about the war that predates Ocarina and, in many ways, informs the entire plot of the game
- Brickwork : Spirit Temple. The desert temple vibe is strong here, and they even vary up the specific bricks to keep them fresh and interesting compared to most of the other ones we’ve seen
- Theme : Time (finally) with the Spirit Temple, and the usage of paradoxes in both this and the plot as a whole
- Moment : Several, but everything to do with Nobooru. She’s not on screen much but they use her well, and helps to add quiet horror to what Koume and Kotake are doing
- Moment : Okay so I’m not a fan of what happens after, but Zelda’s reveal to Link is actually a pretty solid scene and a good twist; it recontextualizes all of Sheik’s interactions with Ruto (her childhood royal friend) the Sheikah (who were her bodyguards) and Link (obvious)
- Outro : The entire final climb up Ganon’s Tower is fantastic. The slowly escalating music, the visuals, the final encounter with Ganondorf
- Outro : One of the better One Winged Angel moments in gaming; Ganondorf, dying, calls upon his Triforce and sacrifices mind and self to become GANON. No subtitle, no nothing. I love this moment, and unfortunately it won’t get more positives as this is one of the VERY few times the N64 version nails it better. Still great though
- Outro : Zelda’s Great Mistake. The kindest act done for all the right reasons that causes two timelines worth of issues
- Outro : The ending here is fantastic. The empty shots of the future fields, everyone celebrating their victory in the wake of the last 7 years, and one final goodbye from Navi… and then Link goes to talk to Zelda in the past, before the game even began
- Internal Continuity : It’s clear they had a strong throughline for this game, as it references itself smartly throughout
- Localization : As per usual for Nintendo at the time, good and memorable localization
- Music Direction : I don’t care for most of the songs in this game… but damn are they used extraordinarily well. Each area has its own motif and approach, but also literally different instrument usage to help differentiate them…
- Music Direction : …earning two solid positives
- Spritework : This is pretty much a 3DS exclusive positive, the updated models look so, so much better this time around…
- Spritework : …for two solid positives
- Storyboarding : The amount of work that goes into a lot of these scenes deserves its own recognition. To use just one example, Bongo Bongo’s attack on Kakariko is a great example of using limited hardware and resources to still sell the scene thanks solely to proper storyboarding and camera usage…
- Storyboarding : …thus earning a double positive
Story Negatives:
- Moment : Ganondorf’s sudden capture of Zelda and the abrupt diminishing of her from character to plot coupon is jarring and a disservice to an otherwise interesting character
Gameplay Positives:
- Intro : Guidance: Kokiri Forest. The amount of guidance in the Intro here is bonkers, from usage of doodads and color, to who you can talk to, to signs that literally tell you what to do
- Intro : Tutorialization: The Kokiri town is one of the better tutorials I’ve seen in the entire franchise. This one area teaches you everything you need to know about navigating the game. What to watch for, what types of actions you can take, how to navigate the world, and rewarding you for doing all of these things. This is great…
- Intro : Tutorialization: …and easily earns a second positive
- Intro : Flow: Kokiri. Again. The entire area has a wonderful flow to and through it, and you can spend as much or as little time as you want here as each subsection leads neatly into another one
- Sound Design : I’ve held this game up as some of the best sound design in the business for years, and I stand by it. Every action has its own sound, those sounds are distinct from each other, they’re properly balanced, and they’re constant. This is fantastic stuff…
- Sound Design : …easily earning…
- Sound Design : …three positives
- Sound Design : A bonus positive for its usage as feedback: Doors, unlocks, timers
- Music : Feedback! Usage of music as a method of feedback is still more awesome
- Controls : Fantastic controls as per usual for the franchise, improved by the 3DS version, then even better than usual thanks to the 3DS version’s inclusion of the additional quick shortcuts…
- Controls : …earning a solid…
- Controls : …triple positive
- Controls : Bonus point for the gyro controls and how much better it makes aiming
- Core Combat : Not the best in the franchise, but still some surprisingly solid stuff. Multiple swings (which can be done with BUTTONS, Skyward Sword!) and multiple types of weapons and plenty of good enemies to use them on…
- Core Combat : …earning two positives
- Animations : The better enemies in the game do a great job of indicating which attack they’re using at what time
- Penalty For Failure : Usual Zelda approach
- Replayability : I mean of course it’s replayable…
- Replayability : …but what pushes it into double territory is the malleability of the adult segment
- Difficulty Curve : Solid, smooth, and good… for the most part
- Enemy Variety : Fliers, fighters, chargers, static… there’s a few
- Fast Travel : A bit late to get and only a few spots, but it’s still good fast travel
- HUD : Very good in the 3DS version, especially thanks to the lower screen…
- HUD : …for a solid double positive
- Kit : Some of the basics but still, the boomerang and hookshot are great, and of course the spells (while quite optional) really add to it too…
- Kit : …earning double positives
- Music : Generally good music, and a few bangers
- Map : Decent map design
- Viscerality : Swings, spells, charge attacks
- Visual Distinction : Some of the best in the franchise, honestly, and unique to the 3DS version. They really, really did a lot of great work with the color usage and sharpening textures to make it always clear what you’re looking at and how you can interact with it…
- Visual Distinction : …earning a solid…
- Visual Distinction : …triple positives
- Guidance : The new Sheikah hint stones in the 3DS version. They’re optional, they’re helpful, and they don’t spell everything out completely…
- Guidance : …earning a solid double positives
- Minimap : Shockingly good for what it is, especially with how good with ‘at a glance’ it is and the showcasing of your location, facing, and where you entered a room…
- Minimap : …for two positives
- Minigame : There’s quite a few and, weirdly, they’re pretty fun…
- Minigame : …earning double positives
- Guidance : Deku Tree, initial floors (one way to go, locked door to progress, pointed towards the puzzle solution but not told it, and then how to progress upwards past the skulltulas)
- Tutorialization : Deku Tree. Again, everywhere, there’s so much done to emphasize how to interact with things, the entire dungeon is one long tutorial
- Level : Deku Tree in general. Smart, tight Intro dungeon that introduces most of the concepts of the game in a natural and fluid way
- Itemization : Manual placement relative to need of item drops
- Tutorialization : The Sheikah stones are smart and well edited tutorials and walkthroughs for puzzles, hidden collectibles, and what to do nexts
- Interface : The Ocarina screen. You can do it manually of course, but you can also literally pull up known songs and play them without having to leave that menu
- Secondary : Gold Skulltulas. Rewarding, not too many, decent distribution (mostly), and audio indicators
- Enemy Design : Dodongos. They’re a nice escalation enemy from previous ones; much more aggressive, requiring some thought, and they explode on death which not only is an obstacle… but a tool you can use
- Flow : Dodongo’s Cavern looping and shortcutting
- Guidance : Dodongo’s Cavern and presence of interactables and…
- Terrain : …which helps you to figure out what to do and where
- Pacing : Dodongo’s Cavern really has very tight pacing even within itself
- Boss : King Dodongo. Very simple, but fun, good spectacle, and well designed arena
- MSQ : The Zora river and domain. Not a lot to do, but a few things that are well guided and fun (the diving game many people point you to leads you smoothly to the Lake Hylia teleport, the letter leading to the next dungeon and the king, the layout of the entire area guiding you upwards)
- Level : It has some issues, but Jabu Jabu’s Belly still has good looping and creative use of a good item
- All Roads Lead To Rome : The moment you get the hookshot and Epona, most of the world is quite open to you in the future, and while there’s a clear intended order you can do whatever whenever
- Level : So this is a weird one. The Forest Temple has… issues, but it still has fun puzzles, great encounter design, good escalation, and (barring backtracking) good flow…
- Level : …earning it two positives
- Boss : Phantom Ganon. Usage of the item, multiple phases, nice escalation, and avoids the issues from the N64’s camera
- Level : Bit of a backtracking problem in the Ice Cavern, mostly centered around the blue flames. Most other issues are smoothed over by the 3DS version and a vastly improved map and minimap system
- Level : Fire Temple. For its issues (which it definitely has) it still has some solid Zelday design in here. Timed switches, looping after getting the hammer, and a nice finishing point (you start and end at the same spot)
- Level : The Water Temple, weirdly enough. Yeah I know, but there is still some clever and creative stuff here, especially in the 3DS version which allows for dynamic control of your height on the fly
- Enemy Design : Shadow Link. A lot of work was done on this one enemy to flesh him out and give him the complexity he has
- Boss : Bongo Bongo. Fun, intense, quick phased
- Level : Spirit Temple, Child. Great loops, clever iteration on previous puzzle designs, and no fat or padding whatsoever…
- Level : …for a solid two positives
- Enemy Design : The Iron Knuckle. Big, hits like a truck, easy to stay away from but their swings have enough reach to keep them dangerous, and their tactics change based on the amount of armor they still have on as you peel it off
- Guidance : Spirit Temple. There’s so many little things they do which guide the player’s attention and vision towards whatever they need to see
- Level : Spirit Temple, shortcutting. Some really good shortcuts here, especially with regards to the looping design
- Encounter : Spirit Temple, again. Really smart combinations of enemies and terrain
- Flow : Spirit Temple. I can’t put into words how smooth this whole dungeon is; the perfect combination of not too easy and not too frustrating
- Outro : Ganon’s Castle. There’s a bunch of nice micro puzzles here, and (almost) all of them are awesome. Good, tight, dense, and fun while doing a good job of providing a final exam for all the mechanics to date…
- Outro : …earning a full…
- Outro : …three positives
- Outro : Ganon’s Tower. The final gauntlet, the intensity of it, the fun of it
- Outro : GANON. This is actually an even better final boss than I thought; Phase 1 has a lot of options for outmaneuvering or pushing through him, and he has the same basic pattern as one of the best designed enemies in the game (Iron Knuckles) plus an arena that has refills and is designed around his mode. THEN there’s Phase 2, which ups the intensity and speed of his turning, attack rate, and movement speed. Great fight…
- Outro : …earning a full double positive
- Level : There’s several new types of item interactions that nothing really indicated in the original quest that are required for MQ. For the most part these are logical continuations and, more to the point, actually add to the depth of dungeon design. Also a special mention for a drastically increased emphasis on bombchus (an item which was effectively optional in the vanilla game)
- Level : Deku Tree MQ. The level plays with a lot of expectations from the first time around, and pushes the player to be far more thorough in their exploration and puzzle solving
- Level : Weirdly, I do think the Jabu Jabu MQ does improve on the original. The flow is mostly the same and there’s more and meaner enemies, but what makes it work is the additional mechanics and greater emphasis on clever progression interactions. Even the Ruto section is less frustrating. I will add, in a game with worse drop mechanics this would get very irritating very fast due to the requirement of so many ammo related gimmicks
- Level : Spirit Temple MQ. This is a weird one, because the Spirit Temple’s two halves feel much more detached from each other in MQ than in vanilla. As a result, the child version works pretty well and rewards the player for doing several aspects of setup and being creative… and of course, it’s just about as long as the temple should be. Which leads to its issues…
Gameplay Negatives:
- Interface : The ‘no’ auto response and double tap text render trap
- MSQ : The infiltration of Hyrule Castle. Nothing really tells you the steps, and they’re a bit esoteric (talk to Malon, wait til night while outside, go in, go BACK out to get the cucco from her, wait until day again, sneak in, talk to Talon)
- Audio Spam : Rolling. Hyah! Hyah!
- Walkthroughitis : Hidden stuff in general
- Traversal : Walk walk walk
- Raspberry Jam : Beedleep. Beedleep
- Secondary : Gold Skulltulas. Some of these are fine, honestly, and some… are not. You also need a LOT of them, and the last 50 give no reward at all
- Graphics : Camera wobble issues periodically (Jabu Jabu’s, Dodongo Caverns, etc.)
- Walkthroughitis : Quite a few moments of how to progress in the game are exceptionally vague or obtuse, and have either no or very few hints on how to progress
- Walkthroughitis : The Forest Temple. There’s… a lot of ‘good luck finding the key’ moments which lead to a lot of backtracking if you don’t get them in the right order
- Level : The Fire Temple, in general, has a bit of a backtracky problem. Plenty of points where if you slip or trip or fall, have fun walking back up the whole segment you just did
- Level : The Fire Temple must get notice for a specific room; the room where you get the hammer. It’s a narrow walkway which you’re in a hurry to rush up and if you slip the wrong way… you can fall all the way down to the second floor or, worse, the FIRST floor and have to walk up the entire dungeon again. There’s worse examples of this nonsense in gaming, and it’s not as bad on the 3DS version (or with Farore’s Wind), but this is still bad
- Level : The Water Temple… and the block. There’s this one block and this block can go directly to hell. Literally the first thing you can do in this dungeon is move this block out of the way, unlocking the way forwards much later. Failure to do so and… good luck figuring that out, nevermind having to redo the loop to fix it
- Backtracking : The Water Temple… the keys. There’s at least three keys that are very out of the way to procure and you need all of them, and it’s easy to get VERY far into a particular path only to find a locked door and good luck finding that key
- Padding : The Water Temple… padding. There’s seconds in minutes with changing the water level, there’s mandatory backtracking even if you know where you’re going, and there’s likely backtracking inclination due to how unguided the flow of the dungeon is
- Itemization : Shadow Temple and magic reliance
- Level : Shadow Temple and lack of design
- Guidance : Shadow Temple. I mean honestly, there’s a lot of ‘huh?’ moments in the temple but that bit at the end takes the cake
- Outro : The Shadow Temple segment of Ganon’s Castle deserves its own mention for bullcrap. Big empty pits with invisible or timed platforms, a frickin’ Like Like which will spit you into the abyss, and any fall means starting over
- Seconds In Minutes : There’s so many, but they’re all so small we lump them into this one aggregate; Playing the ocarina songs, opening chests, just dismounting Epona, all of it takes entirely too long
- Unskippable Cutscenes : Only really a few, but boy are they memorable
- Difficulty : The added damage from enemies in Master Quest isn’t great. It’s not the end of the world, really, and can encourage the player to be more cautious… but what it also does is heavily penalize any mistakes, to an irritating degree. This also leads to a pretty bad…
- Early Game Hell : …problem with the early parts of the game. This is made even worse due to essentially mandating…
- Grind : …to do all the side stuff just to survive past the early game, also known as when it really gets bad
- Backtracking : Several MQ dungeons expect you to just go back through areas multiple times because you probably didn’t bring the right thing, or ran out of items on the way
- Encounter : There’s… quite a bit of enemy spam in MQ dungeons, my goodness
- Level : Dodongo Caverns has a few MQ issues… most notably certain areas that require some precise maneuvering and a very tight, irritating camera to maneuver with, respawning enemies along timed escort sequences, a lot of block puzzles which just… take forever cuz of animation times, spawning enemies near a pickup you can’t see unless you know they’re there basically guaranteeing having to do puzzles twice, punishing you by forcing you to redo entire sections of dungeon if you screw up at a critical juncture, and other irritations…
- Level : …for two negatives
- Level : Forest Temple MQ. Leaning even heavier into the block puzzles was probably not the right call, and there’s a few spots where you can screw up and have to reset the room, and there’s a decent amount of having to traverse around trying to figure out what goes where thanks to limited camera issues. Also there’s a few Seconds In Minutes issues here and there with puzzle solutions, even if you know what you’re doing
- Level : Fire Temple MQ. So we start with some vagueries, which is fine if a little irritating, but then they start to really amp up the enemies that can two shot you, of which you fight multiple in a row. They also like to put you in a VERY small area with Like Likes, because ha ha. The rest of the dungeon is fine though
- Level : The addition of the damned boulders to the Ice Caverns does not help an already problematic dungeon
- Level : Water Temple MQ. You saw this coming, but even I was shocked at how bad this dungeon really is. The Water Temple is already problematic (memes aside) but not that bad… but THIS monstrocity? So first, there’s multiple interactions that flat out are not tutorialized anywhere even in passing as being possible to do which are required to progress. This leaves the player staring at the puzzle and having no idea what they can do with it to begin solving it. Then you make sure every major puzzle AND encounter occurs in small areas where the camera constantly gets in the way of things. Then we add in puzzles that require lengthy backtracking where any screw up makes you start all over. Then we add in the general arduousness of the entire temple, because EVERYthing takes SO damned long to do, even once you’ve actually figured out what to do. And finally and most damning of all, they pull the trick that early Zelda 1 dungeons do; One way failure loops. If, at certain points in the dungeon, you screw up? Good luck getting the state of the temple back the way it was. Generally speaking the only way to do so is to essentially start the whole central room over and go through all the motions all over again… just like in Zelda 1. Screw this stupid dungeon. I actually think this goes above and beyond the usual triple, so we’re going to do this. First, a negative for the interactions…
- Encounter : …then a negative for the bad encounter design…
- Padding : …then the delay in between solving and solved…
- Penalty For Failure : …and then a solid two…
- Penalty For Failure : …for the failure loop problem
- Level : Shadow Temple MQ. Yeah this one shouldn’t be surprising. Gotchas, a weirdly large amount of platforming in a game that barely supports the concept, and the linearity of the vanilla version is actually worse now since you’re just shuffled along an awful frustrationfest…
- Level : …for two negatives
- Level : Spirit Temple, MQ. Yeah what’s usually the bastion and relief after the Shadow Temple doesn’t quite land in the Master Quest. I won’t even mention the room where the only way to progress is to drop a Like Like on your head (in a small, enclosed space of course), but the real issue comes from everything after the initial child playthrough. The dungeon just… drags and drags and drags and drags, and turns what otherwise is one of the better MQ dungeons into just a slog

A classic, simple, but very good JRPG. Good presentation, tons of world building and background lore, and a lot of quirky and amusing flavor throughout. The gameplay is shockingly well designed for the most part. Good puzzle design, solid enemy design, great encounter placement, all benefited by one of the better implementations of the Action Command system in the series. If you can get ahold of it, big recommend.
Type Of Review: Veteran RunTotal Story Score: +47
Total Gameplay Score: +24
Golden Number: 171.02
Cheats: No
Total Play Time: 4 days / 22.27 Hours
Time Reviewed: 10-12-2024
Story Positives:
- Spritework : The enemy designs are just crazy good, well animated and well varied…
- Spritework : …in addition to the tremendous variety of NPCs roaming the various areas…
- Spritework : …which are excellent
- Spritework : The character art in this is truly fantastic, and alongside the previous NPC and enemies lead to some very good…
- Animation : …animation. There’s some truly excellent usage of animation to make the characters really bop, bounce, and feel alive…
- Animation : …for its own double positive. But I’d be remiss if I didn’t also give credit to…
- Storyboarding : …how the characters are used in cutscenes to keep things excellent on the visual spectrum. Though what really surprised me…
- Brickwork : …is the quality of the brickwork. At first glance it’s your usual N64 bleh, but then you start to see the incredibly smart art direction to keep each area distinct and visually fantastic. Green fields, rugged mountains, blasted deserts, wild jungle, colorful fields, and the frozen north…
- Brickwork : …all earning up to…
- Brickwork : …an easy triple positive
- Architecture: Good time to mention that the several towns in this game pull a lot of the usual SNES era RPG tricks to make them feel substantially larger and more fleshed out than they actually are. Multiple interiors, nice backdrops, camera, etc.
- Doodads : Towns. It’s not much, but it’s solid where it’s there, especially indoors
- NPC Set Dressing : All over the place, really, but most especially in Toad Town itself
- Character : Bowser continues to be the best character in almost every Mario RPG. Dorky, boisterous, ridiculous, and entertaining in every scene he’s in
- Character : Chapter 1 Supporting Cast. The Goomba family, the Koopas in Koopa Village, and of course the Toads of Toadtown
- Character : Chapter 2 Supporting Cast. More Toads, more random people on the road, and of course the Dry Dryites
- Character : Chapter 3 & 4 Supporting Cast. There’s a couple of mis-steps here, but the Shy Guys in Chapter 4 are astonishingly cute, and the Boos vary but there’s some decent stuff there
- Character : Chapter 5 Supporting Cast. The Yoshis carry this almost entirely by themselves, but bonus points for all the amusement with Kolorado
- Storytelling Mechanic : Text rendering. It’s not at the level of some later games (or, y’know, Earthbound) but this is the all important ‘voice’ in a game with no voice acting. Pauses in the text, different effects like flickering or waving, and text size all convey tone and emotion…
- Storytelling Mechanic : …for a solid double positive
- Storytelling Mechanic : Let’s be clear, the Tattle command is crazy good. I’ve done entire playthroughs where I just use Goombario just to get the extra lore. First, insanely enough, every single NPC in the entire game that you can interact with has a different lore tidbit for them. This conveys world building, character, you name it…
- Storytelling Mechanic : …so that’s an easy…
- Storytelling Mechanic : …triple positive
- Storytelling Mechanic : Did I mention Tattle also works for every single enemy in the game too? (except for like… 5) It’s, again, a crazy amount of additional background story…
- Storytelling Mechanic : …and that earns up a solid…
- Storytelling Mechanic : …triple positives
- Storytelling Mechanic : Finally, every single cell in the game also has its own Tattle entry. Yes that includes all 49 Desert tiles. There’s just so much this adds to everything that, once again…
- Storytelling Mechanic : …it’s a solid…
- Storytelling Mechanic : …triple positive
- Background Lore : Every ‘town’ area has a few NPCs which update what they say every chapter, and of course there’s also the letters you get from the post office
- Dialogue : It rambles a bit, but it’s still good, with a bit of variety in tones and dialect, which is probably a good time to mention…
- Localization : …the localization. I’ve seen better, but this is still very solid. There’s just so much attention to detail in how they had people talk in this one…
- Localization : …and it deserves a second positive
- Tone : Quirky, amusing, and a bit whimsical. This is the Earthbound effect; not a lot of direct jokes, but plenty of generally humorous tone throughout…
- Tone : …for a solid double positive
- External Continuity : Weirdly, yeah. The way this game utilizes Mario as a setting is really, really good. From enemies to power ups to even basic plot points, like dragging huge chunks of Yoshi’s Island into the mix…
- External Continuity : …for a very solid double positive. And all of this ties into the World Building because…
- World Building : …this is, in many ways, the first Mario game to truly have world building. SMRPG was a bit too… alien, too self contained, didn’t feel like an actual place. And most Mario games only dip their toes into this, like 3 and World. But this… this established, towns, trade lines, cultural norms. I’ll mention this later but the first friggin’ town you see is a town of Goombas. Prior to this game, with the sole exception of one town in one game (Monstro Town in SMRPG) these were just enemies you stomped on. It’s all brilliant…
- World Building : …and it deserves a second positive
- Humor : Puns. Entirely too many to list, but special mention to the various Toads, who usually truncate their last name to just T. Thus… Tayce T., Russ T., Minh T., et cetera
- Humor : General. Seriously, this game still gets a laugh out of me to this very day
- Intro : So it’s a slow burn, but it works quite well. We start off with a surprisingly good transition from storybook right into the story itself. The opening cinematics show off just how much they can have moving on screen at a time (which helps with setting said scene). Then we have an extended section of (optional) world building and flavor before the plot kicks off. This whole sequence is well paced, leads neatly into even more world and tone building with the Goomba family (showcasing Mario’s classic enemies as friendly folk was honestly pretty brilliant in hindsight). This leads into an introduction of the format of the game (Peach doing her thing, Mario gaining party members and advancing), but also really emphasizes just how much story there is everywhere. All of this is great…
- Intro : …and earns a solid…
- Intro : …triple positive
- MSQ : Goombas and Koopas and Bob-Ombs. I mentioned it earlier, but the game does something brilliant by making your very first town be filled with Goombas, who are friendly and jovial. This is an immediate indicator of the type of world this is, but your second major town continues this by making you help a bunch of Koopas… and immediately after that, rescuing Bob-Ombs. It’s quiet, and nowadays it’s automatic since the Mario setting has been fleshed out so much more, but it’s still a good and well designed tone setter
- MSQ : Kolorado and the eternal punishment of being british. No seriously, for all his irritation, Kolorado just gets run over in Chapter 5 and it’s awesome
- Princess Peach Segments : So hey, the trope namer! What really works here is the variety of interactions you end up doing in order to get the information for Mario. Sometimes you’re snooping, sometimes you’re interrogated, sometimes you bake a cake, sometimes you play a quiz show
- MSQ : The penguin murder mystery section is short, fun, and delightful
- Outro : The vignettes of everyone getting their invitations, and how their lives are going
- Outro : The final parade is a delightful little fun romp of multiple small skits
Story Negatives:
- Storytelling Mechanic : Can’t hear every party member’s reactions to events and characters due to only having one out at a time (functionally the same as the ‘limited party member’ Bioware negative)
- Character : Jr. Troopa. No, really, screw this guy. He’s an irritant, a recurring irritant, and incredibly one-note
- Character : Chapter 6 Supporting Cast. So almost every chapter has good, interesting, unique, and fun supporting NPCs. Chapter 6 has assholes. Nothing but assholes. In one case it’s someone who’s literally okay with one of her comrades dying, even though she could effortlessly help
Gameplay Positives:
- HUD : Simple yet informative. Good at a glance for health, mana, and star points
- Music : General. There’s a few great songs and a few that work well periodically
- Core Combat : Action Commands. This is the very core of what makes the Mario RPGs what they are, but as we discussed at length on camera, a mechanic like this is not inherently good or bad. Whereas SMRPG was a bit too tight in timing (though I’m told that’s fixed in the remaster) and whereas the later Mario & Luigi games rely entirely too much on entire minigames to do attacks and defense, Paper Mario hits a good sweet spot. The inputs are natural, they’re not too ridiculous, and the timing of them is well designed both for offense and defense. There’s also a good variety for the different types of attacks you have access to. Overall, playing the game is just a treat…
- Core Combat : …earning the action command system…
- Core Combat : …a full three positives
- Animation : So, there’s a few exceptions here (which is why this is only one positive) but for the most part, the animations do a good job of naturally informing you when you should block and when you should attack
- Core Combat : So, one other thing Paper Mario does almost perfectly, more so than possibly any other Mario RPG, is the low numbers. When you have 5 HP and 1 attack, any attack is a big deal… and any block is a big deal. It also means any kind of buff (equipment, badge, or companion) is a huge increase in input or output. It’s also very easy to quickly math in your head what you can do on a given turn, and actually adds to the overall tactics of each fight. All in all it’s a fantastic implementation of a great idea…
- Core Combat : …and deserves a solid…
- Core Combat : …triple positive
- Core Mechanic : Enemy weaknesses. This is deceptively in depth, but very intuitive. Enemies have certain ‘states’. Maybe they can’t be attacked from the top, maybe they’re spiked, maybe they’re on fire, maybe the attack things in front of them. So you’re always thinking about how exactly to attack any given enemy at any given time. This is helped by…
- Enemy Design : …the enemy design itself, which is top notch. There’s a LOT of thought in what enemies can do, how their states are, what their stats are, how they can attack you, how you can block them, what you can do to tactically avoid them (flipping koopas, dousing fires, igniting bob-ombs, etc.) and it really deserves its own…
- Enemy Design : …aggregate…
- Enemy Design : …triple positive
- Enemy Variety : This is even further complimented by the sheer variety of said enemy designs, which varies so much any summary I give will not do it justice…
- Enemy Variety : …so that’s another…
- Enemy Variety : …triple positive
- Encounter : But wait, there’s more! This is right up there with Doom in how much thought was put into which types of enemies should be combined with which others, and the result is some of the best encounter design in the business…
- Encounter : …for yet another…
- Encounter : …triple positive
- Power Progression Curve : This is related to the small numbers thing mentioned earlier, but it’s worth noting that the upgrades in this game are very precisely designed and placed. Upgrading party members, getting new equipment to boost your stats, levels which can be distributed, and the biggest thing of course…
- Power Progression Curve : …which are the all important…
- Kit : …badges. Now, the thing here is badges are great and all, but they’re actually fairly limited in this game. There’s a finite number of what you can get and a very finite number of badge points to work with (30 at most), buuut they’re still a great bit of kit
- Kit : Similarly, your companions and their variety of moves, your star powers and their eternal usefulness, and the surprising usefulness of items add to said kit as well…
- Build : …which makes for surprisingly good Build gameplay. I’ve done a handful of different builds in my various playthroughs of the game and while there’s some variance in value, they’re all viable
- Minigame : I have to mention here the cooking thing. At first you can just turn an object into something slightly better (or worse…) buuut then there’s when you upgrade the cook to be able to mix items, and suddenly cooking explodes. This is only a single positive range because there’s only so many recipes and no real way to determine them outside of just trying stuff, but there’s still some very useful stuff you can make here that helps with the aforementioned Kit
- Minigame : Also there’s several fun little side things. The Playroom and fighting through the Dojo both come to mind immediately
- Guidance : Aggregate, but decent throughout. There’s only a few times where exploration and progress aren’t at least given some direction
- Info In Game : Some of the tooltips and otherwise do a decent job of explaining what to do and what they do
- Hub : Toadtown. I chewed on this for a bit, but navigating it is relatively quick, most of the super relevant things are bundled near each other, and the nearby warp pipes are… nearby
- Pacing : The overall game follows the same general flow (except for Chapter 6…) and it works in the game’s favor. Hub, overworld section, town section, dungeon, boss, Princess Peach segment. It keeps things varied and flowing smoothly
- Sound : Not the best, but still good general quality nintendo sound design
- Visual Navigation : Helps with navigating… well, everywhere. Map aside, there’s rarely a moment where one gets stuck or lost because there’s good signposting and…
- Visual Distinction : …visual distinction to make things clear as you’re progressing
- Encounter : The entire game does this; give a star at the end of chapter, and the next chapter’s encounters take advantage of that star’s powers. Chapter 2 has poisoning enemies, chapter 4 has large groups of enemies with 7 health, etc.
- Level : Peaceful Path is one of those simple but solid overworld segments. It actually has a higher density of enemies than most areas in the game, but that’s due to trying to quickly tutorialize most of the basics of the earlier-mentioned good enemy design. Koopas, paragoombas, goombas, and spikey goombas all in one area, alongside several bonus blocks and a couple of secrets
- Level : Koopa Bros Fortress. Simple puzzles, but fun, with good encounter design (mixing and matching Bob-Ombs and Koopas) and some good tutorialization for what the game expects of you going forwards
- Boss : The Koopa Bros are surprisingly well designed for a first boss. The first phase is essentially a joke, possible to completely no-sell with minimal effort, but the actual fight involves them standing in a tower and getting a big hit in… but if hit in that form they ALL knock over. At this point you can keep them stunlocked, or let them pile back up to knock them all over again. Further, they’ll make the tower with however many are up at the time, so it’s valuable to either focus fire or keep one or two locked down to minimize the damage taken
- Level : Dry Dry Ruins is, weirdly, even smaller than the Koopa Bros Fortress but arguably more dense for it. Good, interesting puzzles and surprisingly good usage of backtracking
- Boss : Tutankoopa. Again a well designed fight; he’s immune to several types of attacks, he summons an add that has a big chunk of defense and attack power so you have to decide how to deal with that, and periodically his own attacks will make himself vulnerable, giving you windows of dps
- Princess Peach Segments : I wasn’t sure about these, but even in gameplay these are simple but fun little stealth and minigame sections (the variety helps)
- MSQ : The entire stretch up to Tubba Blubba’s castle. Navigating the forest, the enemy design of the Hyper enemies and the Clubbas (both have tactical weakpoints to bypass with the tools you have at this point)
- Boss : Tubba Blubba…’s heart (and himself). The heart is simple (avoid the big hit, block the others) but the fight with him is fascinating because he has several attacks, they’re all mean… but he only has like 10 health
- Level : Chapter 5 lead in. Smooth looping and shortcutting of the jungle, and some fun puzzles
- Level : Chapter 7 has some rough patches going up to it, but it really shines in the dungeon itself. Probably the best single dungeon so far; Tricky, dense, interesting puzzle design, fun enemy designs…
- Level : …easily equaling for a second positive
- Boss : The Ice King is interesting for what he is. Kind of a combination of Huff ‘n Puff as well as having the ‘mirage’ mechanic, both of which encourage AOE abilities
- Song : Bowser’s Keep. The yoshi drums, the escalation, the awesomeness
- Outro : Level: Some clever puzzles and fun fights in the final dungeon
- Outro : Boss: Bowser. He has several attacks that hit like a truck, each one varies up its pattern a bit, but periodically he’ll make himself invincible. This costs Mario a turn, but then leaves the companion free to do whatever, giving you a bit of a free action (and a breather for regen effects to take place). On top of that his three heals are big, but controllable, and add a much needed layer of tactics to the fight (he won’t heal if his health is above yours)
- Outro : Playable outro! It’s not much, but it’s fun
- Itemization : Actually pretty solid in terms of what you get and where. Mostly in items, but special mention to some smart design on where certain badges become available
Gameplay Negatives:
- Core Mechanic : Tattle. I know this sounds weird but it’s effectively a companion AND action tax to gain additional lore, one step away from being an HM slave
- Intro : So the Intro, for all it does well on the Story axis, completely fumbles the gameplay one. First and most importantly you don’t get the Action Command (at all) until you get the tutorial for it, which is quite a ways in. This not only mis-represents the game as a whole but makes every single fight prior to it incredibly boring (the first two fights are cutscene fights; as long as you attack each turn they’ll always go the same way)
- Intro : Then there’s the tutorialization. This is just weird. There’s the Bowser fight… okay that’s a cutscene fight, whatever. Then Jr. Troopa who’s… ALSO a cutscene fight. I guess they wanted to introduce the worst character early? But then there’s a ‘here’s what an overworld segment looks like’ sequence… except without the necessary parts to tutorialize it, then a town segment, then ANOTHER overworld segment, then two minibosses in a row, and only then do you finally get anywhere… at which point you get TWO tutorial fights for the Timed Hits mechanic! This is just a bizarre way to approach it
- Unskippable Cutscenes : Barebones, but still there. Like some other games there’s at least a fast forward option
- Info In Game : Occasionally misleading or simply absent information on badges, abilities, items, etc.
- Boss : Jr. Troopa is never a fun fight. His first fight is a literal stat stick, nothing special at all except having more stats than a regular enemy. Even a basic Koopa Troopa or a Paragoomba is more tactically interesting than this
- Boss : Jr. Troopa continues to suck. Sure he’s flying and has defense, but all that does is really drag the fight out and limit your choices
- Pacing : Chapter 2’s lead up to the dungeon. This is a weird one because what happens is you have to go down three separate branches in order to get the items you need to progress, but then you get Parakarry on your side and now you have to… REdo those three branches, with him now, to get the stuff you couldn’t earlier. One of which is MSQ related. So… why the needless backtracking? It kills the pacing of the lead up to the second dungeon
- Seconds In Minutes : Just… everywhere, really. Lots of little things
- Difficulty Curve : Mid game, weirdly. There’s a point after you’ve gotten past the easy enemies and before you’ve gotten access to your real kit, and this part of the game is a hell of a barrier to bypass
- Secondary : Padding collectibles, most especially the star shards. Don’t mistake me, plenty of these are naturally placed and encourage exploration, but no… the problem is when you get the double jump, you now have to find the little slots where they’re hidden everywhere in the world. There’s a badge to ‘help’, but all it does is tell you one is somewhere in the cell you’re in. And the range on finding it is entirely too short. So this boils down to having to jump on every single 10 foot square of the entire game to find these…
- Secondary : …and what really makes this double negative territory is these are incredibly valuable, and massively improve your kit and general build options
- Low Health Beedleeps : Bad in general, worse when you’re really low
- Music : Chapter 4. The whole thing. Seriously, every song in this chapter is irritating, and it lasts quite a while thanks to…
- Backtracking : …Chapter 4’s backtracking. You have to go in, retreat, go in, retreat, and just… at one point the intended solution is to backtrack through almost the entire dungeon, head out to Russ T., get the solution to the puzzle, go BACK to the very end of the dungeon to progress now that you know the solution. (oh and for future reference; Yellow first, then left to right)
- Padding : Baking the cake (also any screw ups means starting over). This is a relatively simple and easy minigame but it makes a huge mistake; ANY screw up means having to do the entire thing over again. The later chapter does what this should have; Make success give a reward, but give you what you need regardless
- Boss : The Lava Piranha difficulty spike. This boss is mean, but in all the wrong ways. It’s very much a fight you need to know is coming and be ready for, or else it will absolutely destroy you
- Boss : Jr. Troopa again. Christ, this fight. So this one’s even more irritating (he’s straight up immune to a lot of attacks in this form if you’re not ready for it), but it’s also easy to accidentally trigger when you come back from the island. No, not at the end of the chapter, ANY time you come back from the island
- Level : Enemy Design: Chapter 6 has the worst enemies in the game. Not the hardest, just the most irritating. The Dayzees take absolutely forever to attack, the bees go way too hard, and if you’re not ready and geared specifically for them the spinies are just a barrier. What makes this worse, however…
- Level : Encounter Rate: …is that for the only time in the game that I know of, the enemies respawn almost immediately in this area! So to explain a bit, in most areas the enemies don’t respawn based on the zone you’re in. As long as you don’t leave the dungeon, no respawns. But even on the overworld you have to go a ways away to trigger a respawn. But here? Here you can cross a zone, sweep it, talk to a flower, cross back… and they’re already back. It’s made even worse because…
- Level : Visual Distinction: …just seeing the enemies that are coming to attack you can be a colossal pain. This also means avoiding them is a pain because…
- Level : Gotcha: …since you can’t see them, they just (functionally) leap out and get you
- Level : Backtracking: Also, Chapter 6 also loves to make you go back and forth (and back and forth) through the same areas over and over again. Even if you know what you’re doing perfectly there’s no avoiding this
- Level : Guidance: One final complaint. There’s… VERY little guidance in how to do this level, or what lies behind what pathway, which can and often does lead to going down the wrong path (and re-re-refighting the same enemies) over and over
- Song : I lied. The Chapter 6 flower song is just awful. Unlike Chapter 4, which had several songs I just disliked all of them, this is somehow worse with just the one damned song for 90% of the chapter. What’s worse is there’s two other decent songs that play (for ONE screen each by the way) and that’s… it until you reach the final area
- Outro : Backtracking: The final dungeon is awesome but man, it has issues with pointless backtracking
- Outro : Boss: Jr Troopa one final time. He’s just the same fights but with more HP. That’s it

We played the Switch remaster version. This remains one of the best games I’ve ever covered. The story is silly, but with lots of serious undertones. It’s also incredibly polished. The whole game feels astonishingly grounded and believable for what it is, with a lot of everyday life and world building. Meanwhile the gameplay is very tight, and some problems I had with the original version (including the backtracking!) have been improved, with additional quality of life additions on top of an already extremely solid combat model, with good enemy design, boss design, enemy variety, and tons of kit and building.
Type Of Review: Veteran RunTotal Story Score: +120
Total Gameplay Score: +76
Golden Number: 613.57
Cheats: No
Total Play Time: 5 days / 30.65 Hours
Time Reviewed: 10-17-2024
Story Positives:
- Storytelling Mechanic : Tattle continues to be an absolutely amazing and gargantuan font of lore, world building, and characterization (this time for Goombella herself!). So forgive me as I shotgun positives, but first of course we can tattle (almost) every enemy in the game…
- Storytelling Mechanic : …for a solid…
- Storytelling Mechanic : …triple positive
- Storytelling Mechanic : Then, as before, you can Tattle every single cell in the game. There’s no gargantuan desert this time, but there’s still tons upon tons of areas with their own flavor lore…
- Storytelling Mechanic : …and so that’s another strong…
- Storytelling Mechanic : …triple positive
- Storytelling Mechanic : And, finally, the ability to Tattle (almost) every single character in the game retains its bonkers commitment to storytelling. I honestly feel silly ‘only’ giving nine positives to Tattle, it’s just so good…
- Storytelling Mechanic : …but…
- Storytelling Mechanic : …here they are
- Storytelling Mechanic : So as before we have text rendering which continues to be important to describe character’s ‘voices’. The pauses, variable special effects, the text ‘jumping out’ of the box, stuff like that. This is even better than before…
- Storytelling Mechanic : …and as such…
- Storytelling Mechanic : …deserves triple positives
- Storytelling Mechanic : But I also have to mention the actual, uh, ‘voice acting’ on display here. They added the little Animal Crossing / Banjo Kazooie style chirps as they talk, which can be done badly but is actually done brilliantly here. First, real thought was put into which characters have which sound effects…
- Storytelling Mechanic : …which is already double territory, but then they add special effects on them based on circumstances…
- Storytelling Mechanic : …so people who are outside sound muffled, or as they grow in power they get deeper, things like that. It’s fantastic
- Sound Design : Still not at the levels of the greats, but there’s still some solid sound design to add to the atmosphere of the game
- Camera : Quite a few interesting usages of the camera to help out with cutscenes
- Humor : This might legitimately be the funniest I’ve seen a Mario game be (and those aren’t exactly an uncommon occurrence) and as such…
- Humor : …it earns…
- Humor : …the full triple positive
- Architecture: Similar techniques and efforts put into making the towns feel substantially larger than they are, especially Rogueport, with plenty of interiors, good sight lines, camera tricks, and lots of density…
- Architecture: …for a solid double
- Tone : And as before, the tone of this game is near perfect. It’s not the same jocular, light hearted tone of Paper Mario 1; it’s quite dark overall, and there’s a somber feeling over everything, but it also feels far more grounded than before. This is already excellent in its own self…
- Tone : …for a solid…
- Tone : …triple positive…
- Internal Continuity : …and is helped by just how much the game keeps track of itself. Characters usually show up long before they’re actually relevant, and are doing things that make perfect sense for them and the scenario, and events proceed in a way that follows really logically…
- Internal Continuity : …for another…
- Internal Continuity : …triple positive…
- Consequence Storytelling : …but I have to give bonus points for how much there’s consequence in this game. Things happen, people are impacted, and the game goes out of its way to acknowledge that constantly, and I love it
- External Continuity : This is probably the single best ‘external continuity’ I’ve ever seen in a Mario game (the only contender would probably be Bowser’s Inside Story). Everything is used, and it is used VERY well. The entire wide, fascinating breadth of Mario lore is dragged in and properly positioned to add to the story…
- External Continuity : …for a solid…
- External Continuity : …triple positive…
- World Building : …because, as before, it really sells the world. Everything I’ve been talking about makes this feel like an actual place, with actual culture, economics, politics, and everyday people. I can say without hyperbole that the true moment I fell in love with the Mario SETTING was in this game…
- World Building : …and I am…
- World Building : …super here for it
- Spritework : This might be the best spritework in the series. Various characters are well stylized and distinct and drawn…
- Spritework : …and they get…
- Spritework : …a solid triple positive
- Spritework : Then there’s the enemies, with their tremendous variety and design…
- Spritework : …for another…
- Spritework : …triple positive
- Spritework : And finally bonus points for the main party members, and their additional spread of sprites
- Brickwork : Rogueport. The crude, falling apart cardboardy look really accents how run down this town really is, and absolutely adds to the vibe…
- Doodads : …but what really sells Rogueport is the doodad design. There’s so, so many little details everywhere, inside and out…
- Doodads : …that it’s an easy…
- Doodads : …triple positive
- Background Lore : As with before, Rogueport actually updates what people say periodically, adding to the wonderful background flavor. Plus the emails!
- Localization : And again, some really stellar localization here, some of the best I’ve seen…
- Localization : …for an easy double positive
- Storyboarding : Some really fun and interesting stuff in cutscenes in general…
- Storyboarding : …for an easy double positive
- Animations : Okay so the remaster specifically added new animations to basically everybody, usually as they’re talking. This was already a well animated game…
- Animations : …but this easily shoves this up…
- Animations : …to triple territory
- Intro : The Intro wastes no time. Peach gets a map, sends it to us, we bump into the X-Nauts, there’s a turf war going on in the background, and now we’re searching for legendary treasure…
- Intro : …for two positives
- Character : Goombella is probably the most developed character in terms of personality in the game, thanks to how much the Tattles add to her personal flavor. There’s no real arc here, but she is well characterized
- Plot : So there’s no way to discuss this without spoiling, but suffice it to say that the entire plot arc of the Black Chests and their direct significance to the main plot is not only brilliant…
- Babylon 5 Effect : …it’s completely different the second time around, once you know what’s really happening here…
- Babylon 5 Effect : …for a solid double positive
- Moment : I also have to give credence for the first Black Chest scene in particular, the Goomba heroine, for being amusing, well written, and properly subverted (twice!)
- Character : Chapter 1 supporting cast. The Koopas take the cake here of course, along with Kootie and Kroop, but also the Shwonk
- Brickwork : Petal Meadows & Hooktail Castle. The rolling green hills, flowing grass, trees, and of course the stark contrast of the cold stone fortress
- Doodads : Petal Meadows & Petalburg. Flowers, grass on the road, little details that flesh it out, and of course as per usual for towns there’s tons of stuff in Petalburg
- Visual Storytelling : Hooktail Castle is just littered with corpses. Some of them get up to attack you, some do not, but it says a lot
- Moment : The second Black Chest scene, with the Toad hero, continues the trend of amusing yet melancholy
- Cutscene : Bowser’s entire introduction cutscene is fantastic. The way his underlings talk around him, him finding the ‘gem’, poor tired Kammy, and of course… fried eggs
- Character : Bowser continues to be one of the best characters in the Mario setting. Boisterous, silly, and completely nonplussed at all the people constantly fleeing in terror as he’s just walking around town
- Character : Kammy was already a decent character in 1, but now she’s actually hysterical. Leaning into this works wonders for her and she adds to basically every scene she’s in
- Cutscene : So, at a certain point we get playable Bowser. This is awesome, of course, but the entire sequence still gets me to laugh to this very day… especially the, ah, incident with the poster
- Brickwork : Boggly Woods is just gorgeous. The wonderful contrast between the black and white foliage and the rainbow grass, combined with the almost ephemeral usage of petals and flowers falling periodically…
- Brickwork : …really make this place pop
- MSQ : The entire mid-chapter sequence with Don Pianta. The Don himself is appropriately intimidating, the ridiculous soap opera’ness of Frankie and Francesca, it’s good stuff
- MSQ : Chapter 3 in general is far more enjoyable than it probably should be. The shadiness of what’s going on is so obvious it helps to color everything happening, and things slowly but surely escalate as we go through the fights…
- MSQ : …for a double positive
- Tone : The meatgrinder of the Minor Leagues for Chapter 3. They really do mulch through these poor people… and notice no one really pays attention to or cares when two Minor Leaguers suddenly go missing
- Writing : The subtlety of Grubba, Rawk Hawk, and Jolene’s interplay. The entire chapter we know something’s up, but the perfection of how Jolene (the cold, pragmatic fish) is contrasted by Grubba (the obviously evil, jovial and affable southern gentleman) really keeps you on your toes…
- Babylon 5 Effect : …but what really makes it work well is how the entire chapter looks completely different your second time through, knowing everything that’s actually going on
- Character : Really strong supporting cast for Chapter 3. The bo-bomb family, the bar go’ers, the people in the lobby, the entire Minor League group, the Major League group, Jolene, Grubba…
- Character : …great stuff
- Brickwork : Glitzville sure does glitz. The contrast between the Minor and Major League rooms, the posh exterior that the audience sees, the fancy floating lights and posters…
- Doodads : …actually posters should probably be mentioned here instead, but for real, lots of great doodad usage here. Each individual area looks wonderfully distinct and flavorful thanks to some excellent doodad usage…
- Doodads : …for a solid double positive
- Visual Storytelling : Glitzville crowds! When you start off, hardly anyone’s watching, but each subsequent rank up (or match? I’m not sure) the crowd size increases, until you’re making the arena packed
- Foreshadowing : Peach and the X-Nauts. Why are they kidnapping her, but insist she’s not harmed? What does she have to do with taking over the world? There’s plenty of hints dropped, pretty early too
- Cutscene : Super Bowser Bros 2! Bowser’s interaction with the Punies goes exactly how you’d expect, but I love the hag fight
- MSQ : So it doesn’t last long, but I’ve always loved the intro in the Twilight area. We see first hand what happens when the bell tolls, and as we progress through the town segment the bell tolls periodically, and sometimes we see it happen, and sometimes we don’t
- MSQ : The build up to and…
- Moment : …payoff of Dupliss’s switch. The build up is important; We have what is otherwise a completely normal chapter sequence (town, overworld, dungeon… even a miniboss). This moment absolutely got me back in the day, when I first played this, but it’s still a great twist and done fantastically. You can actually see the exact moment of the switch, when Mario’s graphic changes (his posture and eyes change), and the ‘chapter end’ graphic and narration even plays. It’s a wonderful moment…
- Moment : …and an easy double (or I guess triple) positive
- Moment : Also, the third Black Chest continues the trend of being great little not-quite-humorous moments
- MSQ : So now we’re alone… until we meet Vivian, and naturally we try to help her out. And when she finds out the truth about who she are, she doesn’t care, because we were nice to her
- Character : Vivian is awesome in general. She’s probably one of my favorite characters; Not as much characterization as Goombella, but she does have more of an arc, and one you can see develop across the chapter (and the game, if you keep her in the party)
- Character : Chapter 4 supporting cast. The Twilighters carry this, but there’s quite a few memorable ones; the couple at the store, the mother and her kids, the people preparing for being pigs, and of course those friggin’ crows
- Brickwork : The entire Twilight area looks gorgeous. The moon, the color usage, the stark black, the pseudo stitched aesthetic, it’s all good stuff
- Moment : TEC’s conflict, and the quiz. This is a clever bit. TEC is clearly torn between his programming, and seeing him seek this clever loophole is a great way to exposit to us and to convey to Peach. It also reinforces that Peach is actively contributing to the adventure instead of just being a trophy to procure
- Moment : Super Bowser Bros 3. The Cheep Cheep’s terror, Kammy being hilarious, the townsfolk’s reaction
- Character : Everything to do with Bobbery. Tragic, silly, and willing to put Flavio in his place all in one neat package with a fantastic ‘stache
- MSQ : The entire Flavio section leading up to Keelhaul Key’s Caves. Just enough humorous with just enough seriousness
- Characters : Chapter 5 supporting cast is right up there with Chapter 3’s. Lots, varied, and flavorful. Flavio, the sailors, Cortez, it’s great…
- Characters : …and earns double positives
- Brickwork : Keelhaul Key. That is to say, the jungle areas. There’s only so many, but they do a lot with what they have. The jungle looks fantastic and lush
- Moment : The fourth and final Black Chest scene. This poor koopa has just been wanting to do his shtick for so long and we’re just such a killjoy!
- Cutscene : The entire ship battle between Cortez and Crump is fantastic, especially in the remastered version. Especially love the new camera angles
- Cutscene : The second Pianta syndicate run, and 100 I Love Yous
- Brickwork : The Excess Express! It’s neat, very trainy, very ritzy…
- Doodads : …but the doodad usage is excellent
- Moment : Dying to the toad’s diary! You might say I was diarying to it!
- Humor : Everything to do with Chapter 6
- Characters : As with 3 and 5, Chapter 6 has a stellar supporting cast of memorable characters, from the valley girl waitress to the incompetent ‘detective’ to the caring conductor…
- Characters : …for another solid double positive
- MSQ : So this is an aggregate, but I just absolutely love Chapter 6. The mysteries on the train, the seemingly silly things that immediately dovetail into terror, everything to do with the pacing and structure and tempo and atmosphere, up to and including the last gotcha at the end with the Sanctum…
- MSQ : …makes this…
- MSQ : …the best chapter in the game, narratively
- Secondary : Troubles. There’s a lot of interesting story here. Characterization, arcs, world building, development, all kinds of great stuff. And so the Troubles themselves…
- Secondary : …deserve…
- Secondary : …triple positives
- Secondary : Paper Luigi. There’s a reason people have been clamoring for this to be an actual game for literally twenty years. This isn’t just gimmicky or interesting because it’s Luigi, there’s a surprisingly fun and engaging story here. Further, we get to hear it from three different perspectives; Luigi himself (mostly close to reality with some embellishments), Luigi’s companions (probably the most factual account), and finally the novel (complete fabrication). It’s awesome…
- Secondary : …and it deserves…
- Secondary : …three positives
- Secondary : Lumpy’s story. It’s a short but sweet tale, but I love how it connects to Paper Mario 1, and how it retains some emotional punch despite being silly
- Brickwork : Everything in Chapter 7. Though short, the frozen north of Fahr is good stuff, and the X-Naut base works really well as a lunar outpost
- Moment : Okay, I love the Big Bob cannon. It’s visceral of course, but it’s also so wonderfully bob-omb for them to just launch the cannon themselves
- Moment : Call me a weirdo but I honestly rather like moment of TEC’s death. Despite all the silly lead up, TEC deciding to sacrifice himself to save the only person who’d ever been decent to him is a nice scene
- Characters : The Shadow Queen, for some reason, is weirdly engaging as a villain. She’s a classic malevolent oni (see: Demise or later Ganondorf) but it works really well here in contrast to the otherwise more grounded and fleshed out characters around her
- Outro : The spirit bomb sequence. This sequence is honestly awesome, and still gets me emotionally to this day. It’s one of the better spirit bombs in fiction (my opinion); the Crystal Stars were forged by the Shadow Queen to steal the power of the land to toss it into her, which the four heroes usurped for defeating her, and thus we use them for similar purpose this time around. I’m with it, it’s a nice moment, and it’s one of the better narrative beats of the entire last chapter…
- Outro : …earning a solid…
- Outro : …triple positive
- Theme : Life isn’t perfect, but it’s worth it. It’s through the entire work, but especially by the ending…
- Theme : …for two positives
- Outro : Okay, the final curtain call is legit. The pictures are cool of course, but the final bow of the cast is even better
Story Negatives:
- Writing : 10 years?! He’s been in the dragon’s gullet, unharmed, for 10 years!? Give me a break
- Storytelling Mechanic : The Bioware Negative rears its ugly head yet again. In this game it’s even worse, because the characters are more, uh, charactery and you really feel like you miss out without hearing what they have to say throughout the game…
- Storytelling Mechanic : …and so it earns two negatives
- Writing : So the party can’t tell we’ve been replaced during Chapter 4. Sure. You guys are FIRED
- Writing : So, Vivian has been around for a millennia and knows about the Shadow Queen and all the stuff she did while working with Grodus. Sssooo why doesn’t any of that ever come up? Ever?
- Character : Grodus, and all the X-Nauts really. In a game that already has a flat and 1 dimensional villain (the Shadow Queen) why did we need another one? Grodus is, honestly, redundant
- Outro : So, Beldam is totally reformed and better! Totes!
- Outro : So, Crump and Grodus are still alive… somehow? Keep in mind both deaths were ON camera!
- Outro : So, TEC is alive! This is… even stupider than the other ones. First, TEC had an on-screen death AND the entire base friggin’ exploded…
- Outro : …second, it’s unnecessary for the usual reasons undoing a death is…
- Outro : …and third, it completely ruins the otherwise excellent scenes of TEC’s sacrifice
Gameplay Positives:
- Options : The ability to swap music at will outside of combat is such a great feature that more remasters need
- Music : Original soundtrack. I’ll be honest, there’s some good variety in the songs overall, but it’s mostly just… good
- Song : Bowser’s boss battle, however, is an absolute banger. This is still one of my favorite boss songs
- Song : And the final boss song also withstands the test of time
- Music : Remixed music is hit or miss, but there’s still some solid stuff here
- Music : Per chapter battle songs alone is such a simple yet amazing idea I cannot believe I haven’t seen it before. It really helps keep the standard combat song from getting old
- Yoshi Drums : The new variances
- Guidance : New Goombella ‘where to go next’ option (it actually changes, too, depending on what you need to progress)
- Core Combat : As with before, the Action Command combat is excellent here. It’s easy to overdo this kind of thing, and though Paper Mario 2 does introduce more complexity and inputs to the overall process, it’s still good and intuitive and adds to the moment-to-moment combat…
- Core Combat : …so earns…
- Core Combat : …the same triple positive
- Animation : Animations continue to be informative about what inputs to use at what times, attacking or defending..
- Animation : …for two positives
- Core Combat : The continued usage of low numbers continues to work in the game’s favor, for all the reasons as before. Easier to understand, allows you to map out moves in advance, and makes every increase in power or defense noticeable and substantial…
- Core Combat : …for the same…
- Core Combat : …triple positives
- Power Progression Curve : This makes for an extremely well designed power progression curve, allowing the player to constantly control whether they’re at the orange to green line as they progress…
- Power Progression Curve : …for a solid…
- Power Progression Curve : …triple positive
- Kit : Badges are even better than before. More options, better placement, better general thought put into them…
- Kit : …for a strong double positive
- Kit : Companions are better this time around too, with better spread (and no ‘useless’ companions) and better specialization…
- Kit : …for another double positive. And all of this of course feeds into…
- Build : …builds gameplay. There’s a lot of potential builds and strategies in this sucker…
- Build : …for asecond positive
- Minigame : Cooking! More options and more to intuit making for even more awesome cooking…
- Core Mechanic : The same general weakness design applies from Paper Mario 1 as well. Some enemies can’t be jumped on, some counter-attack direct attacks, some deflect…
- Enemy Variety : …and all of this feeds directly into the excellent enemy variety. There are just so many types of enemies in this game it’s hard to even properly express…
- Enemy Variety : …so that’s an easy…
- Enemy Variety : …triple positive
- Hub : Rogueport is a well laid out, well constructed town where most of what you need is easily accessible
- Core Combat : Star power & roulettes. These essentially form ‘bonus points’ on top of the existing combat loop, but can add some nice variety to things
- Core Mechanic : Audience! So, the audience is an active participant, not only in getting you star power back, but in having effect in battle and on the stage
- QoL : Tattle check (no need to re-tattle if you forgot something) and the Companion Wheel (quick and easy swapping)
- Interface : Filters and sorting, good and clear information. It’s honestly a great interface…
- Interface : …and deserves its own double positive
- HUD : Clean, crisp, informative, and generally awesome…
- HUD : …for a solid double positive
- Controls : Lovely usage of shortcuts to keep things snappy and reduce menuing time
- Controls : Game controls well in general, actually
- Optional Content : Art gallery, sound gallery. Fun little bonus content
- Info In Game : Quite a bit, and with no misleading information this time…
- Info In Game : …so that’s a double positive
- Sound Design : Usual general quality Nintendo sound design, making for some good feedback
- Traversal : Improvements to the waypoint system! So now there’s not only one concentrated teleport spot, but there’s a shortcut right to it from the town
- Visual Navigation : As with before, in general you can tell where you’ve been and where you’re going based on visual design
- Visual Distinction : Even better than before, with fantastic crispness, outlining, and color usage…
- Visual Distinction : …keeping things very distinct
- Itemization : Excellent itemization, in badges, upgrade spacing, and items (both found and bought). There’s a ton of thought put into this…
- Itemization : …and so it earns…
- Itemization : …three aggregate positives
- MSQ : Petal Meadows. We have our first overworld segment, the quiz which keeps things fresh, some tutorialization on item usage, and introduction into enemy types
- Level : Enemy Design: Chapter 1 enemy design is surprisingly good given how basic it is, but it does all it needs to to help the player understand the mechanics of the game and how to progress…
- Level : Encounter: …which is made even better as things are combined in ways that more or less force the player to adapt to the system immediately
- Level : Hooktail Castle is generally decent. Good puzzles, good boss fight, good shortcutting…
- Level : …for two positives
- Pacing : Chapter 1 has solid pacing, pretty much the Paper Mario 1 standard; Town, overworld, dungeon
- Level : Enemy Design: Chapter 2 has a good variety of maneuvering enemies (the piders) and things weak to Flurry, Koops, or Goombella depending
- Boss : Magnus Von Grapple is another one of those nice escalation bosses. Summons adds which hurt, but also debuff the boss’s abilities
- Princess Peach Section : Super Bowser Bros 2, ironically. I know, it’s short and it’s simple, but it’s fun… and as I mentioned on stream, it should be short. Being forced to do, say, 8 levels like this would get old very fast. But this nice, punchy segment mixes things up, has smart enemy and item placement, and rewards the player for goofing around OR for just blitzing it
- Level : Encounter: Chapter 3 has some extremely solid encounter design, some of the best in the game. I suppose it has to, but the effort put into each fight up the ladder really shows, especially when you get up to the Major League stuff…
- Level : Encounter: …so that’s a second positive
- Level : Difficulty: Mutators in Chapter 3 in the form of the requirements. These can really mix up these fights and add some needed flavor to what is otherwise a fairly simple arena sequence
- Boss : Macho Grubba is a great fight. He buffs himself to hell and back, and those buffs sort of get worse over time, and so it’s a form of a soft enrage. But on top of that, a lot of what he does is fairly predictable, giving the player the option to plan and tactic around him…
- Boss : …for two positives
- Level : Chapter 4 in general. The overworld segment (while padded thanks to backtracking) is still decent (hyper enemies for Vivian, and some really good sources of exp), the quick and dirty puzzles in the chapel are fun, and Doopliss himself makes for some entertaining fights
- Princess Peach Section : Super Bowser Bros 3. The floating segment, the lots of stuff you can break, plentiful power ups, and as usual short and sweet
- Level : Chapter 5, the cave. Once you get inside things smooth out considerably, with some good looping and shortcutting and some fun sailing and Bobbery puzzles
- Level : Enemy Design: Chapter 5, of course, also has some really solid enemy designs. Leaning on the new fire motif (weak to explosions!) but not too hard, and adding the bulk bo-bombs
- Level : Pacing: Also, props to Chapter 5 to finally getting back to some good pacing. The town, overworld, dungeon theme is a bit done, but it’s well done here
- Boss : I’m rather fond of the Cortez fight. He’s mean, and has a large variety of attacks, but has relatively low health so it adds to the intensity of it
- Minigame : The Pit of 100 Trials is lucrative and, once you get down into it pretty far, pretty fun. The new unique enemy formations are properly mean and challenging, and it’s a great place to get items, coins, and experience…
- Minigame : …for a solid double positive
- Mid Mission Checkpoints : Believe it or not, yeah. Upon game over you can restart at the last ‘scene’
- Level : The Excess Express isn’t SUPER great but it is a nice bit of Princess Peaching (ironically) which turns most of the chapter into a ‘town’ segment, with a brief dungeon in the middle that’s more overworld than anything, and a boss fight before we even finish the chapter. The variety alone is nice…
- Level : Pacing: …and of course it adds some wonderful variety to the pacing of the entire game
- Level : Enemy Design: I should also mention the solid enemy design across Chapter 6. The beetles, the buffers and debuffers, and of course the smorgs
- Level : Enemy Design: The enemies in Chapter 7 are starting to get truly mean, but in an interesting and generally fun way
- Princess Peach Sections : Everything to do with Peach, of course. Like in the first game, there’s some good variety to what she does in each chapter, and it’s some nice breather segments between chapters. And, like the Super Bowser levels, not too long or short
- Outro : Boss: The Grodus and Bowser fights are interesting contrast to each other. Grodus is pure tech; relatively low stats and output, but you have to out maneuver him. Bowser is raw stats, just pouring out damage constantly
- Outro : Boss: So, the Shadow Queen. Many, many, many types of attacks that come at you from a lot of angles, and require different approaches to deal with
- Outro : Boss:
- Boss : The Super Optional Prince Mush fight is honestly very cool. Good variety, lots of fun gimmicks, and brutal but fair…
- Boss : …for two positives
- Boss : The Whacka Super Optional is very clever. He doesn’t have a ton of health, but every damage he takes (regardless of amount) gives him ammo. Ammo allows him to heal for a LOT, or do a LOT of damage. He also has attacks that damage himself… for 1, but he hits himself several times. This is clever, interesting, and brutal…
- Boss : …for another double positive
- Replayability : Generally replayable (fun, engaging, and relatively short)…
- Replayability : …and quite a few
- Difficulty Curve : Shockingly smooth. Bosses are where they should be, enemies escalate smoothly, there’s no cliffs or jankiness, it’s great…
- Difficulty Curve : …for a solid double positive
- QoL : Many, many small changes from the original that really polish up the experience
- Encounter Rate : As with its predecessor, a good spread of enemies; not too much, not too few, relatively easy to dodge on the overworld map
- Guidance : The whole game does a great job of not only informing you of where to go forwards MSQ-wise, but also where the optional and side stuff are at…
- Guidance : …for a double positive
- Song : I wasn’t sure at first, but no, the final boss song remixed version retains solidarity
Gameplay Negatives:
- Options: Options?! What are those!
- Graphics : Locking at 30 FPS for no damned reason (which also causes issues in a few scenes)
- Core Mechanic : Tattle problems, as before. You’re really, really encouraged to keep Goombella all the time due to the overwhelming cavalcade of additional lore
- Unskippable Cutscenes : Worse than before, for they got rid of the b-button advance (for some reason)…
- Unskippable Cutscenes : …so that’s a double negative
- Intro : Tutorialization: Way over tutorialized the early things
- Tutorialization : And the worst kinds of tutorials, too. Here, do this exact thing, slowly, while we explain it to you like you’re 5
- Level : Backtracking: Chapter 2. Cross the overworld section, okay go back, okay go back again, okay go halfway back. And it pulls the same trick inside (up the tree, down the tree, up the tree…)
- Secondary : Same star problem as in 1. Getting those damned star pieces is just too problematic with how close you have to be to find the suckers. And as before, they’re too valuable to pass up
- Padding : Early Chapter 3. There’s no real avoiding this, but the Minor League fights kind of suck, and take entirely too long for what they are
- Minigame : The SECOND time through the Glitz Pit arena is the exact same friggin’ thing as before for no reward or purpose
- Level : Backtracking: Chapter 4. For historical purposes, this used to be even worse in the original Gamecube version (5 total trips across the exact same terrain with respawned enemies). Here it’s still bad, but way less aggravating thanks to the shortcut chopping off the last two trips
- Minigame : The Pit of 100 Trials is just too damned long for what it is. Even when you’re absolutely destroying everything it just takes actual real life hours to get to the actual meat of the dungeon
- Secondary : Some of the Trouble quests are just awful. Lots of backtracking, or walkthroughitis, or forced wasting-your-time…
- Secondary : …for a double negative
- Level : Backtracking: Chapter 5. It’s MUCH better than it was thanks to the new springboard, but it’s still there
- Level : Backtracking: Chapter 7. Once again, better than it used to be, but still pretty friggin’ bad. Even ideally you still cross the snowy area multiple times with no variance, and if you make any mistake it’s more backtracking for you
- Level : I really have to also mention how irritating the X-Naut base is. Ignoring the obvious back and forth, there’s a room DESIGNED to be done twice, even if you do it perfectly. And any screw up means starting over. Just… why?
- Audio Spam : The combat sounds (especially the showy stuff) does get old after a while

We played the PC remix version for reference. This is a fascinating game to discuss, as it’s… pretty bad actually, but mostly due to lack of polish and presentation rather than core meat. The fundamentals of the gameplay are pretty solid (platforming, combat, magic, itemization) and the core story is interesting as well (when it’s not just rehashing the Disney movies again), but awkward music choices, weird cutscenes, PNG faces, jank controls, awkward camera, and frustrating guidance drag the experience down. I’d still say it’s a worthwhile game for its heart as well as for setting up the franchise and historical significance.
Type Of Review: Veteran RunTotal Story Score: +10
Total Gameplay Score: -40
Golden Number: -59.15
Cheats: No
Total Play Time: 5 days / 27.65 Hours
Time Reviewed: 5-14-2025
Story Positives:
- Intro : Atmosphere: Dive Into The Heart in general is such a wonderful sequence
- Intro : Babylon 5 Effect: Dive Into The Heart also has a tremendous amount of significance for not only this game, but the entire franchise, and it really changes things the second time around
- Intro : Music Direction: Destati deserves its own mention for being essentially perfect musically for the entire sequence
- Intro : The intro does a lot right. Simple, almost nonsensical kids playing at the beach near their island, stranger shows up saying cryptic things, establishing…
- Intro : …for the payoff. The island is consumed by Heartless and darkness, we plunge into its depths, and over on Traverse Town a star winks out in the sky above
- Brickwork : Destiny Islands, weirdly. Just the right amount of colors, distinction, and inferrance to work (despite the lack of details)
- Brickwork : Traverse Town. Lovely pseudo modern town with lights, lamps, stores, and decor
- Brickwork : Alice In Wonderland, weirdly. The terrain is nothing to write home about but the design to it is. I love how, to use one example, trees are painted on the walls and will obviously then be painted on the ceiling as well
- Brickwork : Deep Jungle. While it sucks on the gameplay angle, Deep Jungle looks legit
- Brickwork : Atlantica. I love the more sprawling areas, and it really does feel like an underwater realm, albeit one more or less right at the surface
- Spritework : Enemies. Heartless have tons of design to them and the variety is bonkers good stuff, also varying from world to world to help indicate which ones follow which ‘themes’…
- Spritework : …easy…
- Spritework : …triple
- Spritework : Principles. Sora, Donald, and Goofy. By themselves they have good design, and the slight variations for Halloween and Atlantica are legit
- Spritework : NPCs and characters. This is mostly for the Disney characters I’ll be honest, but they do a really great job with almost everyone (PNG faces aside). The semi unique art style of soft painted textures works so well and creates a nicely timeless look…
- Spritework : …that naturally translates into 3D…
- Spritework : …and earns a third positive
- Spritework : Bosses. Big, spectacly, and like the Heartless almost always theme coded to the world in question
- Babylon 5 Effect : Even just for KH1 there’s some good Babylon 5 Effect going on here. Most notably the Ansem Reports, the nature of how Heartless work, and the role of the Princesses
- Moment : The cast off shadow’s first appearance and his wonderful speech to Sora, which works both the first and the second time
- Voice Acting : Billy Zane, by himself, deserves mention. In a game with such lackluster voice direction he never fails to ham it up in just the right ways
- Character : Goofy. Look, I’m sorry, Goofy is just the best character in this game. This is the beginning of a trend, but even here he’s consistently more on top of things than the others, and is always the first one to offer to help and to stay loyal to his friends
- Moment : The innocent civilian who’s heart is consumed by darkness right in front of us in Traverse town. Good storytelling, and properly horrifying
- Theme : Weirdly, Tarzan’s level. There’s a throughline of ‘friendship’ throughout that’s the beginning of the actual friendship between the principle trio that works in spite of itself
- Character : Sora, weirdly. I’m honestly shocked at this considering later games but Sora is a good balance of childlike and… well, stupid, without being irritating
- Animation : Heartless, by themselves, deserve an animation point for how well animated they are. Very expressive
- Animation : Allies, too, get this mention
- Animation : Bespoke animations, when they’re there, are quite well done (in total contrast to the PNG faces)
- Brickwork : Hollow Bastion, waterrise. This is a wonderful scene. Water rising around frozen chunks of terrain, with a lonely sky and a single castle standing amidst the clouds
- MSQ : Hollow Bastion initial. The entire segment with just Sora and Beast works better for me than I thought it would narratively, considering the other issues I have with it. Sora eventually linking up with Donald and Goofy also works quite well here, towards the end of their initial journey
- Brickwork : Hollow Bastion, depths. Basement, mechanical infrastructure, mixed with magical waters and frozen depths
- Brickwork : Hollow Bastion, castle. The classic Disney fantasy style castle combined with the more techno and mashed together styles of the more Final Fantasy vibes
- MSQ : Hollow Bastion (Riku’s progression, Maleficent’s fall, and…
- Cutscene : …the big reveal of the main villain
- Moment : Sora’s smile before releasing Kairi is such a perfect encapsulation of Sora and the themes of the game in general. Even in what should be the darkest moment of the game, he just smiles
- Prime Opt : Winnie the Pooh. It has the usual KH1 cutscene issues but at least there’s some nice, wholesome stuff here
- Background Lore : The Ansem Reports (and their timing)
- Visual Storytelling : End of the World 1
- Visual Storytelling : End of the World, the crevasse
- Visual Storytelling : The last three worlds… what’s left of them
- Cutscene : For what it is, I enjoy Ansem the Seeker of Darkness’ big final speech. It’s your typical villain speech (void is everything etc. etc., ExDeath says hello) but his performance helps, and it fits the perspective in this game of the scientist gone mad with his research
- Cutscene : I’ll give it this, the spectacle of the final fights is legit
- Moment : Ansem the Seeker of Darkness’s final moments being proven wrong about everything, his world view shattered, and staring in utter disbelief is a great moment (contradicted by the later games but that’s neither here nor there)
- Lighting : Several good examples, but the way they use darkness (especially in the Outro) is one of them
Story Negatives:
- Animation : PNG faces. Many of the Kingdom Hearts games have this issue, but it’s never worse than here in 1. Often-times the faces turn into these flat, barely animated images that just… look awful. They’re fine at a distance, and I get using them to save on work and render time, but they like to do nice big close-ups of them or, worse, entire scenes with them. They also like to flip flop back and forth between animated and PNG seemingly at random. It’s honestly pretty awful…
- Animation : …and hence…
- Animation : …the triple
- Visual Continuity : Every Kingdom Hearts game gets this negative to some extent or another. KH1 doesn’t do it as badly as some, but there’s a whole lot of ‘huh?’ when it comes to how places connect with each other. Even the basics of how ‘space’ travel works feels weird (sometimes we just land, sometimes we fall from the sky, sometimes we teleport into the ocean)
- Architecture: This also affects the Architecture, or lack thereof. Something almost every Kingdom Hearts game will suffer from until like… 3
- Storyboarding : So, almost every cutscene in the game feels like they can’t quite figure out what to do with who’s doing what and where and when. It’s a nonstop problem…
- Storyboarding : …earning…
- Storyboarding : …a full triple
- Voice Direction : So this is one of those rare cases where we can very definitively say it’s direction, not the actors. We have quite a cast of talented actors here, including several people who’ve actually voiced these characters before, and they just… suck. Intonation is wrong, sentences are said with the wrong emphasis and tempo, and in many cases what’s being said doesn’t match what was just said to them…
- Voice Direction : …so call this…
- Voice Direction : …another triple
- Character : Sora and dumbness. Yes I know he’s a kid but he is regularly pretty dumb
- Fake Drama : Riku bailing early for no reason other than to start his arc. Speaking of which…
- Character : …Riku. I’m sorry, really, but this… just is not a good showing for Riku. They use it to good effect in the future, but Riku spends most of the game being very crudely shoved into the rival slot without the steps necessary to make this work
- MSQ : Tarzan’s world. Just… the whole thing. It’s not as bad as some of the other ones, and there are some actually nice moments between the principle characters, but the world itself is just flat and dull
- Cutscene : Genie’s big first scene is… bad. Obviously there’s the No Music problem (listed elsewhere) but the whole thing lacks… anything it needs to make it work. It’s a (relatively) long cutscene too, which just drags the entire thing down. But don’t worry, we’re not done with Agrabah yet
- MSQ : Agrabah. Yeah, the whole thing. Agrabah is the closest KH1 comes to the ‘retelling the movie badly’ problem that plagues all Kingdom Hearts games, and it does a really bad job of it. Entire story beats skipped, lots of wild jumps in logic, empty and disinteresting cutscenes, and just… the whole thing is awful. It reminds me of a 4th grade play trying to do the same thing (recreate the movie) and unlike that, this just feels completely soulless…
- MSQ : …earning its own double
- Cutscene : Agrabah finale deserves its own mention for being awful top to bottom
- MSQ : Halloween Town. I’m not going to come down as hard on this one as Agrabah but good lord is this flat. Okay I want the Heartless to dance, but Sally has a bad feeling about this, oh hey the kids, and now there’s Oogie, okay let’s make up, aaand we’re done
- NPC Set Dressing : If this was done on purpose this could actually be interesting, but instead the disney worlds just feel vacuous and empty. Often times there’s literally single digit NPCs to talk to in an entire world
- Segregation : Bioware problem. So, this is a weird one, but most worlds come with a guest character you can bring along. Cool! Thing is they either suck, or they’re awesome, but they also get in the way of some interactions, OR are mandatory for interactions. And you can only swap at a save point
- Moment : Pinnochio in Monstro deserves its own mention. It’s more like 3 cutscenes together, but his entire thing about ‘I’m not gonna make it’ is just such a pointless drama-bait scene
- Music Direction : Music looping issues. Seriously, most of the Disney worlds songs are just entirely too short for how long you hear them
- Fake Drama : Donald and Goofy bail on Sora… for all of five minutes… and for no good reason
- Fake Drama : Three minute retirement of Sora into a Heartless. I love the idea and it leads to some interesting things but this is ridiculous
- No Music : This is a staple of almost every Kingdom Hearts game, and there’s no exceptions here. As of typing this up we’re up to 32 distinct instances of No Music, and that’s honestly just terrible…
- No Music : …earning the full…
- No Music : …triple
- Character : Disney Villains. They might as well not even be here for how much presence they have, even in their own story
- Outro : The ending itself is… just… kind of there. I get that they weren’t sure if they’d have a sequel but this is just sort of a nothingburger
- Story Sequencing : Kingdom Hearts syndrome is a real thing, and KH1 is one of the worst about it in the franchise. Events just happen, and the overwhelming majority of the actual meat content is at the very beginning and very end…
- Story Sequencing : …earning itself…
- Story Sequencing : …a full triple
Gameplay Positives:
- Song : Destati. Do I need to make my point here?
- Alternate Leveling : Tech points are actually an interesting and fascinating way to supplement leveling. Parrying, blocking, and certain actions on certain enemies get you bonus experience
- Viscerality : Pretty solid on both visual and audio elements
- Boss : Guard Armor is a pretty decent tutorialization boss. Multiple parts (which drop plenty of health), multiple relatively easy to dodge attacks, and it’s the first time you get your (useless) partners
- Enemy Design : Actually, I’m more impressed than I thought I’d be with the enemies in this one. There’s a bunch, and they have a lot of design behind them…
- Enemy Design : …earning a solid double
- Enemy Variety : Similarly, there’s good variety to said enemies. Even amongst ‘categories’ of enemies (like, say, flyers) there’s different ways they have to be dealt with in gameplay…
- Enemy Variety : …earning a pretty solid double
- Minigame : Gummi ship part variety. There’s quite a bit of options here for how you can kit out your gummi ship (if you can get past the interface)
- Boss : Reverse Armor. I know, it’s mostly Guard Armor again, but the variance in its attacks are nice, and it’s still a fun and solid fight
- Build : Yeah, there’s several options here for that. Focusing on magic or melee, having different abilities / equipment / blades which vary up how you fight, it’s surprisingly solid
- Kit : Similarly, between magic, abilities (Strike Raid, Ars Arcanum, etc.) there’s some good options
- Song : Off The Deep End. I love this boss song, and it goes far harder than it has any right to
- MSQ : Hollow Bastion, initial. Yeah I stand by it (in fact I wish they did more with it). We’re stuck with just Beast, magic, and summons, and a swarm of enemies to push through. Have fun! But like good games will do, this area was clearly designed with this in mind (none of the Wyvrens show up here for example, which would just frustrate) and instead it serves as a nice gameplay break to emphasize the story beat
- Level : Hollow Bastion in general is probably the best ‘stage’ in the entire game. Looping platform puzzles, switch progression, decent platforming, and a lot of shortcutting…
- Level : …I’d call that a double
- Prime Opt : Olympus in general. No, it’s fully optional (we checked!) but it is fun, for what it is, going through the tournaments…
- Prime Opt : …with their fun enemy compositions…
- Boss : …and unique boss fights
- Music : So, I honestly think the music in KH1 is some of the worst in the franchise. That… doesn’t make it bad, it’s actually quite good. And that’s sort of the point…
- Music : …so enjoy this double
- Boss : Unknown. This is easily the best boss in KH1, probably because it’s a KH2 boss. Good attack variety, good avoidance options, good recovery periods, good vulnerability periods…
- Boss : …easy double positive
- Bestiary : Threadbare, but it’s there
Gameplay Negatives:
- Controls : Jank. Look, I like this game, but its controls are rough (probably because it was designed around the D Pad and shoulder buttons instead of the analogs)
- Camera : ..yyyeeeeah the camera sucks. Constantly. There are multiple boss fights where the camera is the real struggle, and most platforming challenges are made unnecessarily frustrating because the camera suddenly swivels at the worst possible moment…
- Camera : …I’ve seen worse…
- Camera : …but not by much
- Core Mechanic : Platforming. Okay so this is weird because in the original PS2 version this would be even worse, but they did several things to smooth it out here. It’s still bad though
- Raspberry Jam : Low Health Beedleep. This is some of the worst low health beedleeping I have ever heard, right up there with Gen1 pokemon…
- Raspberry Jam : …earning a full…
- Raspberry Jam : …triple
- Visual Distinction : Several areas of the game are not as distinct about what you can interact with or what you can do as they probably should be
- Info In Game : Intro selections. So you can choose your skillset chart and your experience chart, and the game does not really convey this… at all. There’s a reason it’s standard policy to just go google it
- MSQ : Gathering the materials for the raft. Screw this section. Some of the items are in weird places, some don’t look like interactables at all
- Itemization : Gummi parts availability. Good luck getting the right gummies or enough of them without grinding your face off or a guide
- Interface : Gummi interface. Okay, I’ve seen worse, but this is NOT good. I’ve seen players go entire playthroughs just avoiding making custom ships because of how aggravating this interface is, and I do not blame them…
- Interface : …so enjoy that double
- MSQ : Alice in Wonderland 1. Tiny areas, camera issues, hard to see interactables, the works
- Audio Spam : General. Several bosses are particularly bad about this, but Sora also feels the need to shout a lot of his moves often
- Visual Navigation : Tarzan world. As demonstrated on camera, this world is pretty bad about showing you what you can do with what and where. Worse, unless you know or experiment (or have a guide), good luck figuring out how the cells connect with each other
- Guidance : Tarzan world, again. Screw this stupid world. So, there’s multiple points in the world where the game either gives you absolutely no hint on where to go, or a very small vague hint that’s easily skippable
- Backtracking : Also the Tarzan world involves a whole lot of going back to the treehouse. Three or four distinct times, in fact. This effectively means traipsing across the entire level each time
- Boss : Clayton. First, he hits entirely too hard for this part of the game. Second, his friggin’ mount has homing lasers and an honest to goodness invuln mode (while Clayton is shooting you of course)
- Interface : Restocking items in menu. This is just needlessly aggravating menuing
- Party AI : I was originally going to give this a triple, because Donald and Goofy suck, but Lord Harromont argued that due to the fact that they WILL in fact use items quickly and can actually do some damage on their own it’s not triple territory. And y’know what, I agree. Still suck though…
- Party AI : …so it’s still a double
- Walkthroughitis : General. Lots of old RPG style script interactions to progress, and not all of it makes sense (like talking to Leon twice)
- MSQ : Traverse Town 2. This entire visit is just an irritation
- MSQ : Agrabah 1. So! I hope you enjoy the ‘city streets’ area which is needlessly convoluted for what is effectively a single street that’s three cells long for some reason (with two side cells of course). There’s also boards blocking certain paths because screw you, and terrible camera, and irritating jumps, and the introduction of some of the worst enemies in the game…
- MSQ : …so enjoy that double
- Boss : Pot Centipede. I mean what is this boss? A very common trend in KH1 bosses is their weak point is also their attack spot, actively punishing the player for… doing damage. That’s ignoring the spawning adds or constant roaming
- Boss : Cave of Wonders. Oh my God screw this fight. It’s not just irritating to get up to him (or deflect his homing lasers), but he’s boring too. All he does is shoot eye lasers and spawn adds. That’s it…
- Boss : …screw this fight
- Level : Agrabah, Cave of Wonders. Screeew this area. Pits that connect with certain other areas, difficulty discerning which areas connect with which and how thanks to samey textures and awful cameras, and add onto that lots of flying and irritating enemies to fight in places with pits…
- Level : …bleh
- Boss : Jafar 1. This is… fine, I guess, but he’s still a boring ‘get back here’ boss
- Boss : Jafar 2, on the other hand, is awful. Jafar himself just flings a fireball at you or does a big punch, both of which are incredibly easy to dodge and might as well not even be there. That’s bad enough, but then Iago carries that stupid lamp wherever the hell he wants to, and how long and irritating the fight goes depends entirely on the RNG of Iago and the platforms under him…
- Boss : …screw this fight
- Minigame : Climbing the honey tree for Winnie the Pooh
- Minigame : Also every other Winnie the Pooh minigame
- Minigame : I have to give special mention to the Tigger minigame. No not the garden one, where you have to knock nuts back into the stupid pot. Why does the animation play each time? THEN you have to roam around looking for the stupid nuts. Argh
- Level : Monstro. I mean of course this stage sucks. Irritating navigation, irritating platforming, terrible cameras that can’t deal with the space…
- Level : …what else is there to say
- Visual Navigation : Monstro also deserves special mention for visual issues
- Boss : Monstro boss. I don’t even remember its name (it’s Parasite Cage) but screw this fight. It commits the same sin most KH1 Disney bosses commit; It’s boring. It swipes at you, the ground is lava, and that’s kind of it
- Visual Distinction : Halloween Town. It is legitimately hard to navigate here, not because it’s that big or mazey, but because it’s just hard to see with how dark and murky all the textures are
- MSQ : Halloween Town also doesn’t exactly sell me on its overall sequence of quests and events…
- Backtracking : …especially in how often it forces you to (once again) go back and forth across the stage over and over
- Boss : Oogie Boogie 1. This is… fine? It’s a boss with an extended invuln section (yes I know you can magic him from below), a camera that has no idea how to deal with the arena, then a limited window of attacks before rinse and repeat
- Boss : Oogie Boogie 2 is much worse however. This boss is dull as dishwater in two ways. First, the boss himself barely does anything to you, he just… sits there, occasionally shooting extremely easy to dodge fireballs and summoning adds. Second…
- Boss : …it takes forever to navigate this jackass (while wrestling with the camera) in order to find all his weak points and knock them over. And it is entirely too easy to fall off and reset progress
- Segregation : Party members and interactions. There are plenty of times you’d like to bring one party member or the other for various reasons, and screw you bring this character because you have to in order to progress
- Mid Mission Checkpoint : It’s infrequent, but there are a few times where these are pretty badly placed
- Level : Neverland, namely the ship. This level is entirely too small, with textures entirely too samey. The camera wobbling all over the place combined with the same ‘wood’ everywhere makes it more frustrating to navigate than it should be
- Boss : Ursula 1 is the worst boss in the game (so far). I found out during THIS RUN that there’s a trick to killing her that I never knew. So check this out. First, she has VERY few attacks (in fact she has exactly two… again, a common trend in the Disney bosses). Second, she goes invuln during one of those attacks. Third, there’s so much crap you can target that it’s irritating to hit what you’re actually after (the cauldron). Now here’s the thing; First, Triton earlier tells you to attack the cauldron, and second, it lights up with a specific color which is clear indicator to hit it with that type of magic, right? WRONG. In fact you just hit it with any spell several times in a row to stun her. That’s it. The fight’s actually quite simple and easy knowing that, but the lack of Info (in fact the actively INACCURATE info in the game’s visual tutorialization), combined with the other fights…
- Boss : …makes this fight…
- Boss : …turbo suck
- Boss : Ursula 2. Once again mostly just a boring fight where the vuln spot is the attack spot
- Boss : Maleficent 1. Dull fight. Most of her attacks are incredibly easy to dodge, she summons irritating enemies, and that’s kind of it
- Boss : Maleficent 2. This one’s mean, but not in a good way. Her vuln spot is her attack spot (again…), her breath can legitimately stunlock you in the wrong circumstances, and the camera does NOT know how to deal with the arena or her size
- Itemization : Synthesis items drop rate. We chewed on how many negatives this is for a bit and settled on two because the Final Mix version in particular makes this grind even worse, especially with the new weird requirements for some of the unique items…
- Itemization : …so that sucks
- Song : It’s actually two but… the Olympus fight song that you hear endlessly and forever while doing the Olympus matches
- Minigame : Winnie the Pooh’s minigames continue to suck. If you can even call it a minigame, it’s just guiding Pooh around and interacting with a few things
- Boss : Phantom. Irritating targeting, heavy reliance on bringing ethers, unnaturally padded out thanks to how you can only damage his orbs (so no real speeding it up with skill or gear), and worst of all it’s boring (all he does is the time gimmick, a flame attack, and a homing swipe)
- Encounter Rate : A couple too many instances where more and more and MORE enemies keep spawning in a given cell
- Guidance : Plenty of examples in plenty of worlds where it just generally sucks to figure out where to go next

We did NOT play with all the DLC, so this is just a Run of vanilla. And let me say right off the bat that I can easily recommend this game under those provisos. There is a LOT of good meat on the bones here. Character creation is good, the core gameplay loops are good, the house builder is insanely good. There’s so much to say here it feels silly to try and summarize. This is one of the best Guided Sandbox games I’ve ever seen. There are many goalposts in all directions which require work and effort and provide reward, but you don’t have to do any of them. Or you can do any combination of them at your preference. There’s an insane quantity of things to do which means it will take quite some time to finally get to the point where you’re ready to put it down, and there’s a built in form of difficulty (how many Sims you control at once) and New Game Plus (in the form of playing your own descendents, making it generational). I hugely recommend this game.
Type Of Review: Veteran RunTotal Story Score: +18
Total Gameplay Score: +70
Golden Number: 234.49
Cheats: No
Total Play Time: 2 Days // 13.02 Hours
Time Reviewed: 8-20-2026
Story Positives:
- Brickwork : It’s simple but it’s very well done. From the roads and hills and lakes to the beach and the pool and all the buildings around the center square to the absolute cavalcade of items you can design and place in your house…
- Brickwork : …this one’s…
- Brickwork : …an easy triple
- Spritework : Between the Sims themselves and the enormous quantity of stuff (or should I say Stuff?) you can buy this is another…
- Spritework : …easy double
- Tone : The overall tone and vibe of the slightly cynical yet light hearted life sim is at least contributory to the overall feel of the game
- MSQ : Career paths. There’s not a LOT of meat on these bones but each path has their own interactions, events, and developments (and usually a branch down the line)
- Prime Opt : Dynamic storytelling. This is probably what most people consider the selling point of the game. Just by the nature of how the traits and characters and careers and random events dovetail into each other a lot of stories just sort of… happen naturally…
- Prime Opt : …and that…
- Prime Opt : …is fantastic. Just ask Lord Harromont!
- Humor : Obviously this also leads to some silly and fun scenarios but this is also baked in as well, lots and lots of ridiculous and wild things…
- Humor : …which still get a chuckle out of me years later. A lot of these are also in the…
- Background Lore : …descriptions. Did you know almost every description in the game has its own little flavor text? Did you know there’s HUNDREDS of these? Yeah…
- Background Lore : …they’re good stuff too…
- Background Lore : …I recommend perusing them at your liesure
- Animation : Weirdly good for what it is. A lot of expressiveness here
- Character : So this sounds weird to give a game a character positive when there are no characters but I stand behind it thanks to the Trait system and how it sort of develops character in the absence thereof. This also really ties into one of the big selling points of Sims 3 specifically…
- NPC Set Dressing : …the neighborhood. When you go out and about there’s almost always at least one person out doing something, and it really makes the town feel far more alive
Story Negatives:
Gameplay Positives:
- Music : It’s a unique style but I absolutely love the happy, bopping music of the game. It mostly shows up in menus but hey, I spend a lot of time there (and in the character creator) so…
- Music : …double positive
- Starting Options : Families, prebuilds, and open lots. All of this gives you plenty of options to engage in whichever core mechanics you want to. Do you want to use an existing family and just play the game? Make your own? Build your own house? Use a prefab? Use a prefab that’s already furnished? Nice setup options
- Character Creator : The initial character creation options are just bonkers good, twice. No, seriously. First there’s lots and LOTS of pre-designed options you can choose from, for eyes and face and skin and body size and height and all of the above. Just having these options and the sheer quantity of them…
- Character Creator : …deserves its own double
- Character Creator : But THEN you get into the custom stuff. If you click the advanced options or custom options at any field you can do all KINDS of stuff with these, way outside the normal bounds. This is for players who want to really get finicky, or weird, or wild, or are just playing around, and the options are multitudinous…
- Character Creator : …and deserving…
- Character Creator : …of a solid triple
- Cosmetic : Then there’s the clothing options. Let me just say that there is a LOT of clothing options here, alongside the fact that each one can apply to multiple roles (swimming, exercising, sleeping, formal, and everyday). Obviously you see everyday (or sleeping, depending) the most commonly but this is still a crazy amount of customization for how your Sim looks…
- Cosmetic : …so that’s…
- Cosmetic : …a triple
- Cosmetic : But then there’s the customization. Similar to what you can do with character creation you can customize the texture and specific colors of each spot of the outfits and let me tell you, I have spent actual hours just very precisely coming up with many… many outfits. I’m not even going to mention that you can do custom textures for this kind of thing, just what’s in the vanilla game…
- Cosmetic : …is still worth…
- Cosmetic : …a triple
- Character Creator : We’re not QUITE done with starting the game (lotta good starting options, eh?). First we have to talk about your Traits and Likes. Likes are obvious (you get a mood boost for those things) but the Traits have a LOT of variety to them. There’s purely negative traits, traits that are purely good, traits that are mutually exclusive, and traits that are a give and take. The best part here…
- Choice : …is this really helps the player with the all important roleplaying. Sure, if all you’re interested in is the ‘best’ traits there’s a pretty solid setup for that, but you can also vary it up for fun, flavor, roleplaying, diversity, challenge running, or whatever else you want
- Difficulty Options : Age sliders, aging at all, autonomy. You can determine how long any given Sim spends at each life phase (individually, even!), disable aging entirely, and whether or not the Sims will act autonomously (which isn’t really easier OR harder, just different)
- Controls : So, we’ve covered starting options, character creation, options. Let’s talk building. I would argue that the building is one of the best aspects of the entire game, and I’m not joking about that. This could be its own entire game. The fact that they consulted real architects and house developers shows. So! Controls. Everything about the build interface is so intuitive that I’ve seen people figure it out in seconds after sitting down, and the only reason this isn’t getting more positives is rotating the camera sucks (and is kind of critical)
- Interface : Similarly everything about the interface quickly and efficiently conveys which floor you’re on, the buildable area, what you have selected, how it interacts with the world, et cetera
- HUD : The HUD is shockingly good. In addition to everything mentioned above, the very nature of how you select what thing you want to do is very well laid out visually and is easy to parse and pick (in the little ‘cut out’ of the house down below)…
- HUD : …so that’s an easy double
- Visual Distinction : You can immediately tell what you’re interacting with, how, and how it contrasts everything around it…
- Visual Distinction : …even with some of the wilder designs
- Core Mechanic : Terrain manipulation. There’s not much, but there’s enough, and it means you can build a house in a hill or under one or over one, or by the water or IN the water
- Core Mechanic : Flooring and walls. Again, basic, but you can do quite a bit with what’s here. Angles, support beams, lots of possibilities
- Cosmetics : Decorating floors and walls. So I’m not going to try and do service to the absolutely bonkers amount of Stuff that exists in the build menu, but I spent some time perusing it and deciding how many positives to give each category roughly equivilent to how I felt they handled both quantity and quality. So we start off with carpets, tiles, and wallpapers…
- Cosmetics : …that’s an easy…
- Cosmetics : …triple
- Itemization : Outdoors stuff is another one…
- Itemization : …that qualifies…
- Itemization : …for a triple
- Itemization : Kitchen stuff doesn’t have quite as much…
- Itemization : …but still plenty to work with
- Itemization : Bedroom is in a similar space…
- Itemization : …for its own double
- Itemization : Bathroom is weirdly limited, but that’s okay, it’s a bathroom
- Itemization : Study, by contrast, has tons of stuff because most of the more hobby related activities are here…
- Itemization : …plus some nice decor…
- Itemization : …for a triple
- Itemization : Dining room. Tables, chairs, lights
- Itemization : Kid’s room has a bunch of stuff obviously, since kids need their own specific Stuff…
- Itemization : …for our final double
- HUD : So then we finally get to the game proper (hey, 43 positives in and we’ve finally unpaused the game). As usual the HUD is REALLY good, scaling issue aside, and quickly conveys a huge amount of information at a glance or with a quick mouse over…
- HUD : …so that’s a double
- Controls : Time controls, including pause. Trust me, all of this is essential
- Difficulty Curve : Quantity of Sims controlled at once. I was asked if this game has easy or hard mode and yyyyep. Controlling just a single Sim is basically easy mode. Two is normal, Three is hard. You can go up to eight. Yeah
- Core Mechanic : Needs. These are weird for how much they affect every other aspect of the game as there’s not much to them, since it primarily focuses on how good the thing you use is for how well it fulfills the Need. Still, this forms a lot of the core gameplay loop and should be mentioned
- Power Progression Curve : Lifetime Happiness Rewards. You accomplish mini quests and lifetime goals, you gain happiness. You can spend happiness on little buffs, big buffs, or straight up magic stuff like having a teleporter or a replicator
- Secondary : Mini quests and lifetime goals. These form a tremendous amount of the minute to minute structure of how you play, and fulfilling these informs a lot of decision making
- Secondary : Special Opportunities. These are side quests you get from your job, other people, random events, or just roaming. They’re all lucrative to some extent or another and usually pretty difficult to fit into your existing schedule without sacrificing something
- Secondary : Collecting (good money source too) and Skill achievements. These are very close to Tasks, but they provide you with supplementary (or PRIMARY) income and can help flesh out your skills. Speaking of…
- Kit : Skills and their usage and raising. So each Skill is… I mean it’s a skill, duh, but the interesting part (and I’ll talk more on this in a minute in Prime Opt) is they’re relatively easy to raise early on and MUCH harder to raise the further you get in, with each Skill having its own requirements to rank up in addition to just practicing. They all provide tangible benefits though, regardless of the careers
- Choice : Interacting with other Sims. There are so… SO many choices you can pick, and a huge number of them are pure flavor (or roleplaying, if you prefer). You can do all kinds of stuff here from flirty to mean to friendly to weird to complainy to just saying hi…
- Choice : …and the list only grows the more you interact with a given person…
- Choice : …so that’s a solid triple
- Info In Game : Good time to mention that ALMOST all the info on the game is in the game. There are a few hidden stats and mechanics the game doesn’t inform you of (like how you can literally die on the first day trying to cook… yes really) but for the most part you’re making a pretty informed choice…
- Info In Game : …consistently
- Prime Opt : So hey, careers. Each career has multiple ranks, each rank comes with different work hours and pay. You can get raises and bonuses on top of basic pay for doing well, randomly, or for completing side quests. There’s a lot of depth to these and there’s quite a few of them, each with their own requirements. The interesting thing here is some of the ‘harder’ job paths actually progress faster because while they need a lot of skills, they don’t need super HIGH skills, by contrast some others which only require one thing require that thing at a very high level. There’s also one other nice design detail I want to mention; The higher rank you get the more money you make, but also the less hours you work and the more days off you get. This means you, the player, actually START off at the hardest point right off the bat (this contributes to Early Game down below) but also means you get more and more money and time to do whatever you want later on as a nice carrot at the end of the stick…
- Prime Opt : …either way…
- Prime Opt : …very well designed goalposting
- Core Mechanic : The Neighborhood. I can’t review this higher than I am because from a review perspective it’s only so good, but I have to say… this is why I prefer 3 over 2 (and why I noped out of 4 entirely). There’s no load screens, no invisible barriers, you just go out and roam. There’s stuff to collect, random events that happen, sights to see, tons of activities to do, and of course (and the most important part) the OTHER Sims in the Neighborhood are also all out and about doing things. It’s a great connective tissue for the game, and even the basic vanilla game (which, as a reminder, is what we reviewed) has a very well designed manually crafted world to explore…
- Core Mechanic : …so call that…
- Core Mechanic : …a triple
- QoL : Taxi, walking, biking, car. So if you go anywhere in the Neighborhood you automatically taxi there, at a cost. That adds up but isn’t the end of the world. If you’re broke or manually force it you’ll just walk there, which won’t take TOO much longer. You can also buy a bike and set that as your means of transportation. Eventually you can buy a car which is INSANELY expensive but also free henceforth (weirdly enough). All of this is smart design to remove the irritation of traversal from the equation
- Level : Speaking of, good overall level design in the specifics of what is placed where, in terms of houses, venues (I believe the formal term is Rabbit Holes?), and collectibles…
- Level : …throughout the map
- Replayability : So, yeah, of course I like replaying this game. And I’m hardly alone in this. I’m going to leave this game installed to hopefully have time to keep playing in the future
- Replayability : There’s SO many different ways to play it just kind of bulldozes through the second Replayability positive
- Replayability : And this is very much a prime candidate for the third Replayability positive. This is a game you’re supposed to replay over and over and over
- Early Game : So I mentioned this up above. The game is actually kind of rough early on, but in a good way. Effort is rewarded very quickly and you can start doing better almost immediately, you just have VERY limited time and funding, meaning you’re constantly working on just keeping up. BUT, critically, you’re still progressing, leading to…
- Mid Game : …the Mid Game, where your options have started to open up. You can actually start thinking about raising skills or upgrading your furniture or appliances, or you can think about some more long term goals like meeting people or roaming the Neighborhood…
- Mid Game : …for a solid double. But amusingly enough the game REALLY comes into its own…
- Late Game : …in the Late Game. By this point you’ve advanced enough in your Career (or writing, or painting, or music, or collecting) that you have plenty of money and can afford to think of expanding the house, getting married, having kids, or otherwise expanding your playthrough. Marriage or merger adds new Sims to manage (so does having kids) which can also form something I’ll talk about in a second. You can start reaching for the really difficult goals and achievements. You can get that mansion you’ve always wanted. And at this point the doors are kind of wide open…
- Late Game : …so go have fun…
- Late Game : …you earned it
- NG+ : Kid mechanics are interesting. Obviously caring for them is an additional difficulty and playing as them is very limited (obviously) but this then forms a degree of New Game Plus, as not only can you keep playing as them in the same household (keeping all your stuff but starting a ‘new’ playthrough) but you can also have them move out and start anew…
- NG+ : …great stuff
- Visual Navigation : One final positive I caught in the audit. Thanks to the design and layout of the game you can pretty much always tell where you are and where you need to go at a glance
Gameplay Negatives:
- MTX : Plugging in game. It’s mild and infrequent but it’s there, so piss off with this
- MTX : Price. I’m sorry, even though most of these microtransactions give something ‘tangible’ like additional cosmetics and the like, they’re WAY too expensive for what they offer…
- MTX : …seriously, 20 bucks per pack? Give me a break
- MTX : View only store bought items! Piss off, game
- MTX : There IS an option to hide them, buried in the options menu, but the game REALLY likes to plug the store bought crap everywhere
- Bug : Bad optimization (saves and loads take FOREVER)
- Interface : Unintuitive and…
- Interface : …scaling issues. I’ve played this game for years and even I have issues sometimes. And that scale, yikes

What a weird game. More a series of minigames chunked together, sometimes they work, sometimes they don’t. This is the definition of an ambitious game, entirely too ambitious for what they probably should have been going for, and it shows. The Cell Stage is fun, the Creature Stage is the most designed, the Tribal Stage is awful, the Civilization Stage is fun but simple, and the Space Stage… well. I will say this. The Space Stage has no more real depth than any other Stage, which is fine, but is also its primary problem since it’s supposed to be the infinite sandbox. If you’re uncertain, play the Space Stage for about an hourish, and by that point you will have seen most of what it has to offer and can make an informed choice on if you like it or not. Either way I… can’t quite recommend this game universally. It is as good as it is bad. The score is quite appropriate.
Type Of Review: Veteran RunTotal Story Score: +7
Total Gameplay Score: -7
Golden Number: 0
Cheats: No
Total Play Time: 2 Days // 7.67 Hours
Time Reviewed: 8-21-2026
Story Positives:
- Brickwork : Cell Stage deserves its own mention for Brickwork because they put a weirdly large amount of effort into these. The ‘under the microscope’ aesthetic with the background mostly blurry that slowly but surely gives way to more visible chunks of recognizable terrain and the like is a wonderful visual journey
- Spritework : Cell Stage, again. Sure the creatures (lot of cool stuff here, including the monstrosities you see) but also I love the little details. Like the bits of rock and shells that get smaller the larger we get (and more common), or how the plant matter goes from green molecular patterns to recognizable leaves
- Brickwork : Planets, from Creature onwards. This may sound weird to give this a single positive but honestly while they do some decent stuff procedurally, the early aughts visuals are well on display here and honestly all the brickwork is the same (same planets, same plants, same creatures) from Creature all the way up to Space. Still decent for what it is
- Spritework : Everything from Creature onwards, again. Same general idea. I’m especially fond of a lot of the foliage they designed
- Music Direction : This ties into the music itself but the… gosh. So they invented a program that generates music based on actions happening in the game. Now, procedural music long predates this game, but they put some friggin’ WORK into this and somehow managed the magic of making these still sound like songs. And because the music is naturally following what’s happening on screen, including your own actions, it all follows smoothly along…
- Music Direction : …and that really adds…
- Music Direction : …to the vibe of the game
- Storytelling Mechanic : The History page is just a neat little thing. Seeing what you did when, how your creature evolves all the way up to… well to the Tribal stage really, is kind of awesome
- MSQ : There’s a moment (it’s actually two) that always hits me when playing Spore. The first is when you first launch your ship, and everyone’s cheering and laughing and fireworks are going off but the ship slooowly rises up into the atmosphere and the noise just kind of fades into the distance. This is then mirrored by the first quest which is always to go to a nearby planet and scan a crashed ship, and if you look back you can see your home planet off in the distance, a small blue spec (or whatever color it happens to be, hah). And those moments always kind of hit me a little bit. It’s one of the things Spore actually does very well; the journey. You can literally track the beach where you first made landfall in Creature while you’re in Space, and there’s something satisfying about looking back upon footsteps past
Story Negatives:
- Animation : Tribal phase. No don’t at me, they’re terrible. This game does a lot of work to make the animations… functional in every other stage, no matter what nightmarish impossible abomination you make, but they’re DUMB in Tribal. They all look underbaked and half cooked and other cooking metaphors
- Outro : The ending you get for reaching the center of the galaxy is trying very hard to be funny and fails due to lack of proper comedic timing and, frankly, writing
Gameplay Positives:
- Music : I already gushed about this up in the story axis but the music is just so good in this game. I am not the only person I know who kept playing because of the music carrying the experience. Special mention to Cell and Space stages, just some phenomenal stuff here…
- Music : …easily…
- Music : …triple territory
- Yoshi Drums : By the way! The music dynamically shifts as you do stuff. I already mentioned this primarily up in story, again, but it still deserves mention
- Cosmetic : Cell Stage creature creator. There’s not a TON you can do but you’d be surprised what’s possible with such a small creature with no limbs
- Level : Cell Stage. This is shockingly well designed for how simple it is. You eat, you find parts, you grow in size periodically as you hit milestones. Each size change shoves you a layer forwards. Each new layer can have new and more diverse enemies and resources, but also creatures you see shrink as you grow (or more accurately they… stay the same size but you get my point). Meaning at level enemies suddenly become snacks and the big enemies shrink into range. It’s fun…
- Level : …and there’s actual tactics, options, and design to it
- Cosmetic : Creature Stage’s options for cosmetics have gone up… substantially. Point in fact this is really why this software is called the Creature Creator (it was even released as an independent program at one point!). There are so, so, so many ways you can morph this and it controls incredibly intuitively. The sheer quantity of insane creatures people have come up with over the years is a monument to what you can do with this…
- Cosmetic : …so we’ll jot down a solid double for the cosmetic side of things, but wait there’s more…
- Core Mechanic : …because the Creature stage is one of the only stages with actual gameplay! I’ll talk more on the specifics in a minute but it’s worth mentioning that those parts aren’t just cosmetic in Creature phase, they change your abilities and stats too which can drastically alter your playstyle
- Level : Creature Stage. So, yeah, this is the best stage review wise bar none. I know it’s not to everyone’s liking but this is the most ‘video game’ that Spore gets. There’s a fairly demonstrable difference between the two dominant playstyles (combat or peaceful), and you’re not REALLY locked in between the two and can swap so long as you’re willing to put in the work and go farm the parts. You knock over other species (peacefully or violently) to gain evolution points to increase the complexity and/or quantity of parts you have. Those parts change your stats and abilities (see above). And there’s actual tactics and strategy involved (if you’re peaceful you can isolate individuals or target weaker members, if you’re combat you can CC enemies or focus fire). In both cases making a pack is beneficial, and you’re almost never forced out of the pack mechanic (because your own species will always be incredibly easy to convince) and there’s a decent amount of thought and strategy you can employ on whom to add to your pack (primarily if you’re peaceful) which also gives you a leg up in the next awful, awful stage. Overall…
- Level : …a pretty solid…
- Level : …experience
- Power Progression Curve : This is actually a positive across Cell and Creature both. As you develop and gain new resources you can upgrade and or change your parts and this in turn lets you progress forwards. Further in the Cell stage there’s a mechanic where asteroid fragments can spawn in later layers ensuring you don’t miss out on parts, and in Creature stage you’re more likely to get upgrades to parts you’re already using. Both of these help you to always feel like you’re improving. Enjoy that feeling it does not last past Creature
- Cosmetic : Building creator. So you hit the Civilization Stage (we’ll talk about Tribal down in the negatives) and suddenly gain access to what is effectively the best ‘creator’ in the game. It’s technically one creator but stretched across two aspects, building and vehicle. Describing this almost feels silly. You have actual dozens of objects you can place. You can scale them, stretch them in individual directions, rotate them, paint them as a group, paint them on individual surfaces, and there’s smart snapping as they snap into each other. That sounds simple but it means you have a truly bonkers amount of stuff you can do to design your buildings. Or, if you prefer, there’s prefabs you can just use. Absolutely excellent system AND it ‘sticks’ into the Space Stage (so your species will use these buildings in the future by default, though you can change that IN the Space Stage if you want)…
- Cosmetic : …so that’s…
- Cosmetic : …a solid triple
- Cosmetic : And then there’s the crazy amount of stuff you can do with vehicles…
- Cosmetic : …for another…
- Cosmetic : …triple
- Level : Civilization Stage. It’s hard to explain this because it’s incredibly simple, but unlike Tribal which felt not-made this is just… simple. It’s like Risk, if you’re familiar with it. You run around capturing spice nodes to secure income, adjust the layout of your city to maximize happiness (which gives you occasional boosts) and income, and then you conquer every other city on the planet. There are three methods of doing so; Military, Religious, or Economic. Military involves knocking over THEIR forces and then destroying all their buildings, which means you have a slowly escalating chance of winning but on the flip side have to repair the city you just took. Religious is the worst of all worlds, you have to convert the enemy but you until you succeed nothing happens, meaning the enemy can attack back and destroy your force which diminishes your ability to prosecute the war while you… can’t do anything to them until you hit the binary win condition. And finally there’s economic which is basically cheating. Economic you trade with them (sometimes requiring a bribe to start trading), which makes you money, and then you spend money to take their city. It’s self looping and involves no actual fighting. You also gain access to abilities based on your previous stages, one of which is a literal ‘I Win’ button that ends the stage
- Cosmetic : Ship creator. It’s MOSTLY the vehicle creator again, but all the limitations are off and EVERYthing at this point is purely cosmetic, no stat changes whatsoever. And there are, as usual, an insane amount of things you can do with it
- Core Mechanic : Terraforming. This is probably the most complex thing the Space Stage has going for it. You can raise or lower temperatures, raise or lower atmospheres, and doing so adjusts the position of the planet on its meter. You want to be as close to the center as possible, and the closer you get the better the planet’s quality is, going from Tier 0 to 1 to 2 to 3. Each tier also requires some animals and plants to ‘secure’ it, at which point it won’t drift out of habitability. This is fun for what it is and I admit I did a lot of terraforming the one (and only) time I’ve seriously played the Space Stage. The reason this is only a single positive is all the negatives attached with this (procuring tools is a pain and grindy, and at a certain point it becomes substantially easier to just copy paste the same plants and animals to every planet which feels vaguely like paving asphalt)
- Controls : So the whole Space Stage uses this bizarre but weirdly intuitive and honestly brilliant control scheme I like to call sphere-based movement. You click something to orbit it, you zoom in and out to go closer to it (and land) or farther away (and hit orbit), and you WASD your way around in a sphere around whatever you’re orbiting. Most people I know who sit down with it figure it out in literal seconds because it’s so well visually conveyed and makes so much sense
- Level : Space Stage. So, the Space Stage. There’s… not a lot here, honestly. But similar to the other stages what IS here is still fun. Zipping around in a poor man’s Star Control, doing achievements to unlock gear, using gear to do achievements, terraforming, and the like. In fact…
- Mid Game : …while it has other issues I’ll mention later, the Mid Game of the Space Stage is probably its best point. When you actually have the tools to do things and a decent cash flow of purple spice on the regular you can just kind of do whatever
- Pacing : The entire game is weirdly well paced. There’s a nice slow increase in pitch until you win a Stage then everything resets and you switch modes
- Replayability : By definition it doesn’t deserve the Second or Third points buuut I do think it deserves First. I mean lord knows I replayed the piss out of this game back in the day. Hell, I plan to replay this game one more time after this (just the once)
Gameplay Negatives:
- Abandonment : So this is a truly unique situation because this entire category of negatives is usually reserved for online only games, like MMOs. But when Spore launched there was an online connectivity to it where you could share stuff you’d made with the world at large and they in turn could enable seeing that stuff in their game randomly. And it was AWESOME. It served the strange role of making your game feel more populated, more connected. You’d see creatures, buildings, space ships, etc. and it’d all be labeled, ‘this was made by suchandsuch’. And that was so cool. I LOVED sharing stuff on this. Anyways that’s all gone. Hence the negatives…
- Abandonment : …but in the interest of informative if you’re wanting to play Spore now, as of reading this, you can peruse the internet and find a lot of these custom things still online and just manually accomplish what the online service used to automate, thus populating your game with other people’s stuff
- MTX : They didn’t monetize Spore much, but what they did sucked
- Difficulty Options : So this is such a weird difficulty setting. The higher difficulties make enemies more aggressive and more likely to dislike you, and that’s… sort of it. Enemies spawn faster in Tribal and Civ stages but… and? There’s almost no real difference between Easy and Hard. It’s weird
- Crash : Yeah… we had a few. Save often. Oh speaking of which
- Save : So obviously it’s one save file per planet/species which is… whatever. But the thing is this game came out well after Autosaves existed as a concept (by several years, in fact) and the game has several clear, obvious autosave points. Further it DOES save… your unlock progress. But it does NOT save your progress. So if you, random example, hit the Creature stage and die and haven’t saved manually, your entire run is completely gone. We debated this on camera AND off over in the Discord and came to the conclusion that since the game tricks you into thinking its autosaving AND actually does save unlocks and the like, there’s no good reason the auto save shouldn’t be there…
- Save : …also saving and loading are slow and irritating
- Core Mechanic : Tribal creator. It’s… God. Okay so y’know how you select parts and the like and those change up your stats for Cell and Creature, and even a little bit for Civilization? Yeah that doesn’t really apply here. Thing is you DO have stats but… you can instantly and effectively for free just give yourself the best stats. Worse, there’s no real cosmeticizing yet so there’s no reason to really mess with that either
- Controls : The Tribal Stage controls like ass. Forgive my vulgarity but seriously, it’s terrible. Selecting is awkward, group selecting barely works, the tiny HUD to select the group on the right is irritating to interact with, there’s no like… controls you’d see in an RTS from 15 years before this game came out, so you have to select individually to attack. Which is also problematic because…
- Party AI : AI is braindead and literally doesn’t work. Sometimes they’ll attack enemies natively. Sometimes they won’t. They’ll often just stare at wild animals stealing your food. If you ask them to go gather food SOMEtimes they’ll keep doing it until the food is depleted. Sometimes they will not. It’s completely broken, meaning a lot of relying on you manually controlling at all times. Please remember the negative immediately above this one
- Core Combat : Terrible combat. I honestly think this speaks for itself. Meleeing is awful and enemies have this terrible tendency to only sometimes surround an enemy meaning only two things attacking a single target at once. There’s also another two issues I’ll talk about in a sec but honestly there’s nothing to this. People swarm and beat or fling spears and that is IT, because…
- Unit : …there’s no unit design at all. Literally every unit is the same minus their tool, and those tools only change the damage of meleeing, damage to buildings, or give you ranged. If I’m doing a conquest playthrough I tend to focus entirely on spears because at least then focus firing is possible
- Camera : Weird and janky. It’s hard to explain but if you’ve seen it you know it. You can move the camera but there’s a sluggishness to it, like you’re dragging something heavy behind you. And when you STOP moving the camera it jerks weirdly into a position that is not where you left it, like it has to move on some kind of pseudo grid
- Core Mechanics : Lack of mechanics. Imagine an RTS with no mechanics. Bam, that’s the Tribal Stage
- Audio Spam : Horns and drums. So if it’s not obvious, going military in the Tribal Stage is just the objectively wrong choice. It’s insanely easier to just peaceful them into submission. You go fishing ONCE to have more food then you’ll ever need, give a gift so they’ll talk to you, then instantly defeat them with song. That’s… pretty dull and honestly I should be typing this up in the previous Core Mechanics negative but, BUT, the problem is the audio spam on those songs you play is AWFUL. I had to crank the volume down to spare viewers’ ears, nevermind mine
- Core Mechanic : Wild animals. This is just an irritation tax. Here’s the thing, thanks to the lack of depth in this phase the ONLY strategy is to send ALL of your people everytime you do anything, attacking or socializing. Wild Animals spawn very regularly and just poach a ton of your food. And if you were paying attention further up, people you leave behind don’t always attack them automatically. And they’re small AND stealthed. So you have to keep your eyes out for a tiny thing, lurch the awful camera over to them, attack them manually, and THEN go back to playing the game
- Bug : Collision is wrong. It’s just straight up wrong. I can explain why though, at least I think I can. See they have no idea what your creature looks like, and you can make a huge and wild varied assortment of diverse creatures in this game. Sooo they all have the MAX possible collision box, and it’s huge. And it gets in the way constantly, which makes…
- Pathfinding : …the pathfinding completely break. By 2009 we’d figured out pathfinding a bit in RTS’s but this is Spore, and they did not
- Seconds In Minutes : All of this also is on top of the fact that everything just takes a little bit longer than it should. Singing takes longer, taking down buildings takes longer, gathering food takes longer. It’s a thousand little cuts. The Stage isn’t even that long, not really, but it sure feels like it
- Core Mechanic : Vehicle stats. So hey, in the Civilization Stage you have stats. Woo. Wait, no you don’t, that’s a lie. It’s… weird. You have a cap of 100 stats per vehicle, total, and changing up the parts just changes what percent of that is dedicated to health, effectiveness, and speed. And it’s worth noting that speed is absolute king here, so the other two are just bleh
- Level : Space Stage. Ahhh Space Stage. Where do I even begin? I mentioned that it’s reasonably fun for what it is, since it’s basically the same level of depth of the other Stages (except maybe Creature). The core problem immediately is that it’s as in depth as the other Stages… but it goes on infinitely. It’s supposed to be the final Stage, the sandbox, the thing you just keep doing… and it’s as deep as a puddle. There is SO little here, and that’s bad enough, but then we get into the specifics
- Economy : So first of all you get WAY too little resources from early spice chains. This is on top of the fact that tools, which is the ONLY progression method and (worse) the only way to do ANYthing in Space Stage, are WAY too expensive. But it’s even worse than that because the LATER spice chains give way too MANY resources. You will be absolutely swimming in hundreds of millions of credits effortlessly from a single purple. If you get the perfect trifecta of three high end different spice planets (purple, pink, and green) by each other and just sell spice from one to the next in a triangle, you have solved money forever. It’s borked both ways…
- Economy : …and it never stops…
- Economy : …sucking
- Grind : ESPECIALLY early on. The amount of grind necessary to even properly START the Space Stage is stupid, and random luck based. The game gives you one free colony to start, treasure it because they are not easy to come by early on. And usually it gives you a red planet, which is next to worthless. Occasionally you’ll get a yellow. Once I got a blue (on camera, even!) but it was so badly terraformed it was a T0 so I got no spice out of it. The early game grind is REAL but it’s not just early game grind, because EVERYthing is a grind in Space Stage. Terraforming takes forever, colonizing takes forever, expanding the empire (there’s no reason to do that by the way) takes forever, and the actual end game stuff I’ll talk about later takes an insane amount of time (unless you know the exploits)…
- Grind : …everything…
- Grind : …is such a grind
- Early Game : So I’ve alluded to it twice now, let’s get this out of the way, the early game Space Stage is the worst part of the entire game. The Tribal Stage is worse pound for pound but there’s a reason so many people, myself included, hit the Space Stage and then put the game down (or start over). That early hump of Early Game Hell is onerous to overcome, and that’s IF you know what you’re doing. The game gives VERY little direction in what to do or how to progress or how to optimize and so you’re just fumbling about with no tools and no direction…
- Early Game : …and the entire experience…
- Early Game : …is awful
- Bug : Camera. No not for the Tribal Stage, but in the Space Stage specifically the camera jerks around weirdly while moving it. Weird, distracting, and actively interrupts play. It’s also a constant issue
- Late Game : So hey, we did it. We got past the Early Game, we’ve enjoyed Mid Game a bit, what’s left? Welcome to hell. You have only a few options for a proper endgame for Space Stage. You can expand your empire (again, worthless to do but hey) and that takes FOREVER. You can try to defeat or ally with the Grox, which they have a few THOUSAND systems so have fun with that. Or you can reach the center of the galaxy which is far more tedious than it sounds (and requires certain upgrades and plenty of battery kits). All of these are…
- Padding : …padded. And that’s my final word on the Space Stage. The WHOLE experience is raw padding. If you enjoy it, good. If you don’t, walk away from it. In fact I’ve given this advice before and I think I’ll repeat it in the blurb. You will be able to tell inside of an hour if you like the Space Stage and there’s no shame in just walking away from it. After all…
- Padding : …it’s just another minigame Stage…
- Padding : …like all the others
















