Wednesday, August 3, 2016

Biweekly Music Wednesday! No. 39 ~Deeper into Ness' Subconscious~ (EarthBound)



Origin: EarthBound
Plays In: Magicant
Status: Original Composition
Composed by: Keiichi Suzuki, Hirokazu Tanaka

When I used the term "Starmen.net hippies" in my EarthBound review, I wondered just how accurate that term was. Believe it or not, a self-described hippie did wander onto the forums during my initial time there back in 2002. He stumbled upon the General Discussion one day and seemed genuinely confused as to where he ended up: he always wanted to shift discussions towards his herbs and continually his identity as a hippie (was he perhaps attracted due to EarthBound's beloved New Age Retro Hippie?). The forum archives don't contain his antics, but he lasted for maybe a week or two, declaring his moving onto a site/forum dedicated to hippiedom.

Today's internet population would deem him as some sort of bizarre troll, but when you're ten years old and attempting to fit in with an older crowd, anything on the internet can, and will, seem real.

Did my brief anecdote come across as vague? During my English Major studies at college, I once read in a book about how autobiographers and memoirists are often confronted with gaps in their memory, and one writer shared a childhood story where she highlighted corrections to faulty memory: a new name here, a made-up exchange of dialogue there, and so on. It sounds shady, but it's mainly done to reflect the themes and morals of the story involved. So long as it's not overdone or performed with malicious intent, what matters is that your story touches your readers the same way it did to you.

I could have filled in such gaps if I wanted to, but that it's one of many fractured memories is so fascinating to me. Childhood recollections are funny like that: you remember clear as day when Spongebob Squarepants and the Nintendo 64 arrived in your life, yet entities like Rugrats and Dragon Ball Z were either always there or just suddenly pop in, like a new chapter in a book. I can't get over it.


My early experiences on online message boards are especially funny in how fondly I look upon them despite them ranking among the more embarrassing moments in my life. I raised my Nintendo fanboy banner high, could hardly formulate sentences, and often abused all-caps, emoticons and exclamation points; in other words, I was your typical noob. I knew I was out of my element, but this was something you'd never encounter in the schoolyard; it was an organic, ever-expanding world with people well beyond my years, both literally and figuratively. (And there were jerks, too, but you can never escape those.)

As mentioned in my aforementioned review, Starmen.net was electrifying in spite of all this. My topics were frequently locked and my attempts at humor often fell flat, but I was still part of a loving cult that worshiped a forgotten masterpiece. Maybe others felt I was another annoying kid, but I was just proud to have left a mark. I signed the Mother 3 petition that had 30,000 signatures and was sent to Nintendo and Mr. Itoi, even if my comment was awkwardly-phrased ("I just got interested in this game yesterday!!"). I participated in the Apple of Enlightenment comic contests with embarrassing garbage (really, guess which one is mine). Some of my entries for both that and the Flukes section were so terrible that they never made it through.

I remember some of these vividly; others, not so much.

The original Starmen.net still exists, functioning much as it did in the internet yesteryear...except for two relevant sections: the links and the forums. Most, if not all, of the former are dead and the forums don't lead to the archives I posted earlier (and as said earlier, not every post and topic are archived). I guess I could visit the old links via archive.org if I wanted to, bless that site's heart, but that they're dead and gone forever in the public eye sends me on a mournful nostalgia trip.

I still remember the likes of GeoCities and Tripod, which hosted sprite comics like Mega Mario World Comix and Third Attempt. I remember scanning Google for troves upon troves of Dragon Ball Z pictures, notably a bunch that were hosted on a site with "otaku" in the URL. I remember Pupkin, the webcomic with nebulous quality and how a high school honors student wrote to the artist not to stop the strip. I remember how the official Pikmin site had some sort of online game involving teams. I remember when the likes of Neglected Mario Characters, That's My Sonic! and Homestar Runner were relevant and not swamped with poker ads, cheating/abuse scandals or simply left to languish. I remember being sent a Yoshi fangame over PM on the VGF forum, and the game was credited to someone named Will. I remember the fanfiction on SmashBoards, where Creative Minds was secretly the best board and I made friends with people I still know today

And so long as I remember...they're still alive.

Final Thoughts: I want to spend the rest of the night remembering.

Sunday, July 31, 2016

Ten Years of Kirby ~Reverie 15~ Kirby Mass Attack


2011, where--No. NO. NOOOOOOOO. Oh, real funny NOA; way to build me up and knock me down with a dreadful one-two Angry Kirby combo. I mean, good god, this is easily the worst offender yet; just look at Kirby's uncharacteristic expression. I'd say this is one of this rare instances where the Japanese cover probably wouldn't gel with Western shelves, yet Europe seemed to deal just fine with it. Granted, they also got Freshly Picked Tingle's Rosy Rupeeland, so I suppose us Yanks have to deal with our violence-appealing culture and Kirby's attempts at the DreamWorks eyebrow.

But I digress. Anyway, 2011 brought the first of many problems that would plague Nintendo over the next half-decade: how to properly promote their new hardware. In this instance, the 3DS's March release was diluted by the annual iterations of the DS and DSi; unfortunately, this meant consumers couldn't tell it was actually a brand new console (that, and why would parents buy a new handheld when their kids received a DSi XL the previous Christmas?). Combined with how it was clearly rushed for launch--mainly with the weak launch line-up alongside the unavailability of the eShop--and the impending threat of mobile gaming, it was a rough start for the successor of the world's greatest-selling handheld.

Cue the following summer, which brought more confusing announcements in the form of Wii U and what is perhaps the quickest turnaround apology in video game history. Apologizing profusely for the 3DS's slow sales, president Satoru Iwata announced a price-cut that would not only halve his salary, but would offer twenty free downloadable games from NES and GBA libraries for those who had already bought the handheld. Alas, it would prove not to be the last of Iwata's miscalculations, and one thing was coming clear: Nintendo's dominance over the casual market was starting to wane.

Let it be known that while 3DS is undoubtedly yours truly's favorite handheld console of all time, the DS was in no rush to be replaced in early 2011. Pokémon Black and White was released just before the successor's release in all territories, and our favorite pink puffball wasn't ready to make the jump, either. The DS had served him quite well, and while HAL suggested otherwise, perhaps he felt it owed the handheld one last hurrah.

The ensuing title, Kirby Mass Attack, is something of an anomaly. It was the first mainline Kirby game to completely abandon the series' trademark Copy Ability in favor of an entirely new mechanic, one that transforms the game into something hardly resembling Kirby at all. We can trace elements of more offbeat entries like Epic Yarn and Canvas Curse back to the source material, but Mass Attack operates on a completely different scale barring its 2D gameplay. This, along with how more eyes were on Wii's Kirby's Return to Dream Land--which would release only a month later in most territories--led to Mass Attack having a muted launch...or did it?

As we'll learn in the next Reverie, fall 2011 was a jam-packed season for games, with The Legend of Zelda Skyward Sword and The Elder Scrolls V: Skyrim leading the pack. However, just like 2002's miraculous one-two Metroid revival, two back-to-back Kirby games somehow survived unscathed with a million copies under their respective belts. The new era of Kirby kickstarted by Super Star Ultra was about to transform again, and it would take one final push from this experimental title to launch it.

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If you're not familiar with Kirby Mass Attack, you've probably guessed that the related horde of Kirbys running around is why the game functions so differently. After being split into ten bodies by the nefarious Necrodeus, only one escapes his wrath to stumble upon the star-shaped embodiment of the original Kirby's heart. The heart is what the player controls via stylus, as the Kirbys--who grow in number by collecting food--follow wherever it goes.

Needless to say, it's an innately adorable concept that gels perfectly with the cuddly-cute image of Kirby. The enigma of Kirby's sweetness cancelling out its basely horrifying concept--a pink blob swallowing everything in sight--is channeled properly here, as the ten Kirbys rampage about in their efforts to put themselves back together. Its execution brims with ideas, hardly any of them having much to do with Kirby's original concepts. Mechanics like the Copy Ability and Kirby's infinite floatiness were designed primarily to help anyone reach the goal, and with those stripped away, there's no crutch for beginners to rely on. It takes raw skill to overcome its trials.


The implications are clear in that Kirby Mass Attack is the hardest game in series history. We've had rough patches in outliers like Kirby's Dream Land 2, but none have demanded such constant focus and demand as managing up to ten separate Kirbys at once. Even the generous compensations it makes for the series' intended audience aren't easy hurdles; for instance, take the way it handles damage/revival. Each Kirby can take two hits before it floats up to the afterlife, but a carefully-aimed Kirby fling via touch screen will send the soul crashing down to earth fully revived.

A fair enough trade, but not one that's guaranteed. As the game progresses, the Kirbys will be inundated with projectiles, enemy hordes and moving screens of death to the extent where it's nearly impossible to multitask. That's not a mark on the game; after all, it's the only way the game can raise the stakes. Mass Attack is not overtly difficult by itself, but I can certainly imagine a child struggling with the concept far more than the likes of Kirby's Adventure or Kirby's Epic Yarn, and it's in an entirely different league should you aim for 100% completion. This should go against the very grain of the series--and as explained with the difficulty, it does--but it's actually quite fascinating to witness how far HAL's willing to stretch the series' goals and conventions via such an oddball concept.

Let us not mince words: much like the days of Shinichi Shimomura, Mass Attack is a B-Team effort made by HAL's B-Team. Unlike Mr. Shimomura's works, however, I struggle in pinpointing any specific design flaws in Mass Attack. I mean, I guess I could, but most of its drawbacks result from the more overt shortcomings of its producers than anything else. I say this with no offense whatsoever; I'm more than willing to be lenient with an experimental Kirby (I mean, it's hardly the first), and that I cannot pick apart specific flaws as a functioning game speaks to Mass Attack's quality.


Really, I guess what I'm trying to say is...well, let's just start with the gameplay. Naturally, the first question that arises from such a concept is that "Is it hard to control?". Not at all, and considering the disorderly Kirby horde I'm actually surprised the touch controls register so smoothly. Most, if not all, of the Kirbys were felled due to my error as a player, not from any misguided controls or slacking AI. They quickly react to the stylus and loyally follow the star wherever it goes.
 
That, and it's great fun. Copy Abilities may be sitting out again, but who cares when you have an army of Kirbys ready to swarm and piledrive everything in sight? Be it meticulously aiming for airborne enemies or simply swarming helpless Beanbons, Mass Attack operates with such vigorous, calculated chaos that could very well be the side-scrolling lovechild of Kirby and Pikmin. (In fact, I'd even say for fans of the latter like me, it leaves us wondering how a 2D Pikmin would operate...)

Adjectives like "meticulous" are interesting here since they provide such an intriguing contrast to Kirby's core. Make no mistake: this is just as much of a sugar-rush as the rest of the series, but that it's underscored by constant micromanagement provides not just a gripping challenge, but a different level of engagement we've never seen before from Kirby. For instance, levels are gated according to the number of Kirbys you possess, so letting KO'd Kirbys go or passing by food is not an option.

Furthermore, the concept demands objective-based level design, and Mass Attack delivers. As mentioned previously, where Mass Attack does succeed is its progressive ascension. Simply observe how the game is bookended: the opening levels have the Kirbys working together to pull out giant radishes to scrambling around an alien spaceship for blueprints of their extraterrestrial vehicle by the game's end. The latter concept is particularly inspired by how open-ended it is: you don't have to get all the blueprints if you don't want to, but you'll hardly have enough manpower for the inspired shoot-em'-up section at the end (not to mention your chances for earning medals).


Generally, Kirby Mass Attack is at its best when it foregoes sidescrolling conventions and does its own thing. Just take my favorite level courtesy of Sandy Canyon: 2-5, where the Kirbys ride in the Balloon Bobbleship--a basket hung by a plethora of balloons--as they dodge incoming spiky Gordos who threaten to pop the balloons. The vessel is sensitive to movement, as while it's steered from left to right by guiding the Kirby crowd from one side to the other, the rickety movement can send any one of them flying off without notice. It's exciting, heartpounding, and challenging all in one.

It's not that the instances of semi-regular sidescrolling greatly pale in comparison or anything, but the problem is that there's an awful lot of it. Levels tend to go on far longer than they should, and unless they break convention like the aforementioned UFO level, the game gets a little long in the tooth. This is especially troubling considering Mass Attack's abnormally large level-to-world ratio: each typically features 11 stages, and with only four worlds to venture--with a final one that's essentially a boss rush--the presentation of a confined, yet bloated context paves the way for some troubling flaws.



As already mentioned, the game does succeed in building upon ideas as it goes: Dedede Resort is a boon of mini-games and some great ice-related levels, and I dare not spoil the rest of Volcano Valley's surprises. No, Mass Attack's issues lie in how they're all framed. The "B-team" qualities are never stronger than they are in the accompanying visuals and sound, which rank among the lowest in the Kirby canon. They're hardly enough to cripple the game on its own terms, mind, but that they're this forgettable is a betrayal to the game's wondrous concept.


Case in point: the backgrounds. It's worth reminding 2D Kirby games have blended sprites and CGI in their backgrounds for a decade prior to Mass Attack. Here, the entirety of Mass Attack is sprite-based, with not a speck of pre-rendered models to be found. I can only imagine this was done in regards to the game's overabundance of sprites, hence the relative lack of detail.

The problem is that Mass Attack's world is that for all its color, it's uniformly boring. Whereas the likes of Nightmare in Dream Land, Squeak Squad and Super Star Ultra had their occasional misstep in aesthetic stinkers, nearly every one of Mass Attack's backgrounds lies in a safe model I have no use for. This is not the plush, dreamy reveries we've come to love from Kirby, but rather generic stock fantasy that you'd maybe spot on a Easter Bunny chocolate wrapper.


About the only inspired setpieces lie in the Dedede Resort, home to fun imagery consisting of pineapple islands and puzzle-piece domes. Not pictured are the Dedede-shaped funhouses, which always delight in their signalling of an upcoming mini-game (and further displaying the narcissistic ego of everyone's favorite royal penguin).


I must also call attention to the world map, which has never made an ounce of sense to me. For the uninitiated, Pop Star is supposed to be yellow, as stars typically are in children's properties; here, it's blue. I can only assume they're emphasizing the ocean surrounding the Popopo Islands, but it's rendered all the more bizarre since you witness Pop Star in all its yellow brightness during the ending.

For the record, I can't say I attribute Mass Attack's aesthetic issues entirely within its sprite-based confines; after all, the sprite animation works just fine (just watch the idle Kirbys!) with plush characters that easily fit within the world of Kirby. It's really more the art style that disappoints, as its limited detail cannot pick up the slack of the low world count. The game tries to subvert this by cramming numerous environmental tropes within each one, but even the likes of haunted graveyards and icy caverns beg the question if they didn't deserve worlds of their own.

Then there's the matter of music, which does break my heat a little. Look, let's be absolutely reasonable here: Shogo Sakai is not, in any way, a B-level composer, as attested by his work on Mother 3 (his masterpiece), Kirby Air Ride and the Smash Bros. series. Unfortunately, his first solitary Kirby work in Mass Attack is up there with his Squeak Squad collaboration as the weakest of his Nintendo output. While thankfully there's not a trace of GBA recycling to be found, the soundtrack's something of a mystifying mixed bag.


Which is all the more disappointing when considering how the game's main themes initially promise great things. Kirby Collecting is a joyously bombastic mix of percussion and vocals that greets the player at the title screen, instantly guaranteeing earworm hell over the ensuing week. The in-game variation, Meadow Breeze, carries the title's momentum with a lighter tone, as banjos and accordions come together to encapsulate the game's active energy.

An energy that, sadly, isn't consistently carried throughout the soundtrack. It's not so much terrible as it is  forgettable; so forgettable, in fact, I struggle in highlighting any one weak track over the rest (and I have the game's Sound Player right in front of me!). It comes across as Sakai recognizing the concept calls for overtly-peppy, vigorous tracks that rouse the player into action, but fears of treading too much on that line in the event of carbo-loaded burnout.




This isn't to say there aren't such tracks in Mass Attack's repertoire, and as expected, they're the soundtrack's standouts. There are excellent Kirby Air Ride cameos, for one, but we must not lose focus of what's actually new. Snowy Zone and Ruins Ahead, the former as featured above, are genuinely spirited representations of their respective environments, and Fetching Fruit is undeniably the driving force of what makes its respective sections so fun.

The problem here lies in balance. Such fun bombast is far too few and between, and when that a) directly correlates with the theme behind the game and b) is drowned by tracks that don't stir much emotion at all (let alone evocative of Kirby), that's something of a shame.

But let us not be too harsh on Mass Attack. Any failures in visuals or sound cannot override its solid foundation in gameplay, and I ultimately forgive its missteps thanks to its one upholding of a certain Kirby creed:  it remembers that Kirby games must be stuffed full of content; specifically, the mini-games. Mass Attack presents no less than six of the little buggers, and even then I pause at labeling them all as "little".


To the point, the volume of function and eye candy found in the likes of Kirby Brawlball (Kirby's second take at a pinball venture), Strato Patrol EOS (a multi-pronged shoot-em'-up) and Kirby Quest (a pseudo-RPG filled to the brim with fanservice) are particularly impressive. Much like how Kirby Triple Deluxe's sub-games would go on to be eShop purchases, it's very easy to see these three games polished up for digital release, and that's not even getting into how the latter two expertly weave the main game's ten Kirbys mechanic into their own domain.

This is not to sweep the other three mini-games under the rug; as a matter of fact, I appreciate Kirby Curtain Call's hilarious efforts to screw over the player (think about it: why does it have peaches mingling with the crowd?) as well as Field Frenzy's difficulty options offering a compelling crutch for its simple concept. It's an incredibly well-rounded selection of extras, enough to possibly render it the strongest mini-game collection in Kirby history.

No small feat for an experimental Kirby title, you understand, and perhaps that's where my forgiveness with Mass Attack's flubs stand. This is not a Kirby game that paves the way for the series' future, but is instead yet another attempt to see how far the series' elasticity can stretch. Some elements do not pick up the slack in doing so (the visuals and music), but everything else from the execution and creativity of its main campaign, its wonderful selection of mini-games and time-wasters and being the first and only Kirby game with an achievement system render it not only a success, but as one of the last great DS titles.



Tuesday, July 26, 2016

Interview with Josh Bone-Christian, Co-Director of Mother to Earth (GameSkinny)


My very first gaming interview! Wow.

As you all know, I'm incredibly passionate about the EarthBound (Mother) series, so I put my all into this interview. Hard to believe we have not one but TWO EarthBound-related documentaries coming up, even if they're centered around different games!

At any rate, it's a super fun and fascinating read about Mother to Earth's background, so I highly suggest checking it out!

Wednesday, July 20, 2016

Biweekly Music Wednesday! No. 38 ~Forest of Hope~ (Pikmin)




Origin: Pikmin
Plays In: The Forest of Hope
Status: Original Composition
Composed by: Hajime Wakai

Whenever I hear the Forest of Hope, I'm there. I'm there in the sunbaked Japanese countryside I dreamed of as a little boy, swallowed by trees and creeks. They whisper endlessly, their shaded bases and sunken pebbles holding as much allure as Kirby Super Star's backgrounds, as much gravity and significance as the greatest of Super Mario's battles and the fainted nostalgia of EarthBound's streets.

But I cannot relax for long, as a memory calls for me.

I'm walking down an obscured dirt path, the leaves crunching beneath me as I sink further into a tunnel of trees. The road is endless, the sun shining through the mass overarching of leaves no matter how long I walk. What I seek is here, but it slips further and further out of my grasp. I can feel it: the knowing prodding from the deepest recesses of my memory growing ever more quiet. I stop and observe my surroundings, absorbing the futility of it all.


Do I even remember what I'm looking for?

Just as I'm about to take another step, movement catches my eye. Emerging underneath from a decayed leaf arrives a lone Yellow Pikmin, hopping excitedly at my presence. As I crouch down to meet its level, it dashes over and gibbers in its alien language. With a sideways glance, it points giddily to a nearby crowd of shrubbery and runs off, making motions for me to follow.

Has it been waiting for me?

Letting it take the lead, I watch as it's swallowed in a sea of green before taking cautious steps forward. Am I afraid I'll squish my new friend in the mess of flora, or am I simply not ready for what I'm about to find? I quiver in fright until the shrubs shake, the Pikmin protruding its head and motioning to me again before diving back in.

I hesitantly step into the brush, and then I remember.

Long ago, just outside of my cousins' backyard lied an urban dirt road. To the right lied a small patch of woods by the neighbors, and within was a small playhouse. It was homemade, wooden with chipped, white paint and a red roof. It hadn't been used in a long time: strewn inside were dusty chairs, tables and windows, and Daddy-Long-Leg spiders hid within the cracks of the walls.

What was it doing in Japan? I don't know, but maybe it was there all along.

I keep walking. Pushing aside branch after branch and leaf after leaf, the memories gradually piece themselves together. How I walked out of my cousins' house without a word, opening the gate to leave and find my hidden playhouse. How I always wondered who it belonged to, who played within its tiny confines, how no one ever noticed my silent occupation inside.

How, someday, I never managed to find it again.

And then, there it lies.

Situated just outside a spacious clearing, the playhouse is bathed in a ray of light. A side window is host to a fallen tree branch, and perched on-top is the Yellow Pikmin. It waves silently before hopping through the empty pane,

Holding my breath, I stride over, crouch down slightly to meet the door size, and walk inside.

It is just as I remember it, dust and all. But a gentle aroma fills the air; two warm cups of ocha tea sit on the old table, one much smaller than the other. The Yellow Pikmin sits opposite of the cup and, turning to face me, points to its larger counterpart. Another gift. I make my way over to a chair and wrap my fingers around the cup handle, lifting it to gently clink our glasses together.

We sip from our cups and turn to watch the sun set over the clearing. The euphoria settles within both of us, words not needed as what we've waited our entire for lives sinks in. The reminder that so many other abandoned memories remain unsolved prods in my brain, yet for now, the catharsis of salvaging this one moment rises above all.

But it's not for long, because it is already time for bed.

Final Thoughts: If the above narrative hadn't implied it, this is one of my gaming comfort songs. What are some of yours?

Friday, July 15, 2016

How to beat The True Arena in Kirby: Planet Robobot (GameSkinny)


My first ever guide! Writing this was just as tough as completing the actual mode; I actually had it nearly finished over a week ago, but a browser blunder ended up deleting the whole thing! ARGH! It happened very much the same way as the last boss's final phase, too.

Planet Robobot is definitely one of the tougher Kirby games out there, so I hope this guide will hope those struggling with the mode. Remember: use Stone!

Nintendo Classic Mini - NES coming November 11th (GameSkinny)



I typically don't link to my news pieces, but this was such exciting news that I couldn't help but share it. Talk about a smart way to circumvent the absence of new hardware!

I'm surprised it wasn't shown off via trailer, as we're a bit in the dark as to how it works. What's the menu for selecting from the 30 pre-installed games like? Are the games enhanced through HD? Regardless, it's an especially solid list of games (Kirby's Adventure!) and I'm already looking forward to playing famous titles I've never tried before (Bubble Bobble and Castlevania).

If there's only one concern...are these going to have the nasty black filter found on Virtual Console? While I understand safety concerns, it's especially gross on colorful games like Kirby's Adventure and I believe preserving the games in their original lighting would best emulate the original experience. People have pointed out the Mini's inclusion of a HDMI cable may point to an all-new form of emulation, so let's keep our fingers crossed.

Saturday, July 9, 2016

Can The Next Sonic Game Break the Sonic Cycle? (GameSkinny)



Here's another assigned piece where I had to to discuss what the next Sonic game will be like...an impossible task, especially if I have to defend it! As I delved deeper into the subject, though, I did note some glimpses of hope that may prove Sega is taking the next title very seriously. How? Read the article and find out!

Monday, June 27, 2016

Nintendo's Five Failed Hardware Launches



This is my attempt at what GameSkinny calls an "evergreen listicle", which is basically a list article with a long shelf-life. The mystery of the NX remains a hot topic, and with how everyone wondering how it'll learn from the Wii U's failure, I wanted to juxtapose that with Nintendo's other failed hardware launches. I wasn't sure if I hit the mark, but my editors loved it.

By the way, if the wording/grammatical structure feels off to you, it's because this received more edits than any of my previous GameSkinny articles. Do you think it still sounds like me? Editing is weird like that.

Sunday, June 26, 2016

8 PS2 games that need the PS4 upgrade treatment




And while we're at it, here's an example of an assigned article. As you can probaly guess, this was much easier than the Zelda article, but it was fun to select fan-favorite titles that still haven't made the jump to PS4's online store.

Oh, and just so you know...most of these titles are scheduled for Worldly Weekend within a year's time, so stay tuned!

Everything you need to know about Zelda: Breath of the Wild (GameSkinny)


Article Here

In case you haven't been keeping up with my GameSkinny contributions, here's one I'd highly recommend. This Leave Luck to Heaven-sized article took an amazing amount of research and effort on my part. Since Nintendo's E3 largely centered around this one game, I figured I'd forego my annual thoughts and put my all in this one piece.

Personally, I can't wait for this game! Breath of the Wild is everything I've been wanting from Zelda, and I can't remember the last time I've been this hyped for a new installment. The delay is certainly worth it.