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Just to recap in the last month and a half I beat Gravity Rush and completed Twilight Princess HD. Here's how it went.
is more a game that wants to tell a story than be a videogame. The game focuses a lot in it's world building, establishing the universe, characters etc. The main issue is those things don't get a satisfying resolution. The gameplay has a pretty cool idea, gravity manipulation. This ability gives some of the most fun way I've played having a character sort of flying and the best example of game design is having the main collectible in places that make the player improve on how to control the ability and how to do it as fast as possible. The main issue with the game is the combat, it's too easy and too limited that didn't get the variety it needed to make it feel rewarding, and that's mainly because it's the main way on how this game makes the player progress through the story (the room clearing trope). In the end all these problems could have been caused by it being originally a portable game so we'll see if the console sequel improves on the shortcomings of this title. Trivial fact, this game is also shrouded in Twilight.
Twilight Princess HD
I'll be brief since I think most people know it and still remember it. It's still a good game that it's biggest issue is looking old and feeling old. Why I think it wasn't bad to replay it, it's because it has some aspects that are better than Skyward Sword. Mainly you feel you're constantly doing something different, wolf, dungeon, horse, puzzle etc. are better paced than Skyward Sword and the latter game isn't as tedious as the Windwaker. The main gripe is that this playthrough really make me acknowledge how combat needs to improve. Bosses literally stop in their tracks for you to attack their weak spots, normal enemies die very quickly and only one enemy type is impervious to all types of attacks that aren't the sword. Hero mode slightly improves another issue with this game and that is that you actually have reason to spend money do to the game having no fairy fountains (throughout most of the game) and not hearts being dropped, this also showed that the game has a desperate need to refill your bombs and arrows through sets found in chests, I think if there was some sort of shop at the entrance of each dungeon it could be a better design choice. Also stamps or Nintendo achievements as some call them are better rewards than rupees in those secret caves one can stumble through their playthrough. All in all, I didn't got bored, I got eager to collect everything, will have liked to see a special secret in this version.