Gameplay

I lay myself from my own task of reviewing for about a month, and as such I attempted to second screen the first playthrough; no good. No more Mr. Keyboard Loudspeaker; grab the X-Bone and put some headphones on because this mix? This mix is so, so medium. If you know anything about salsa as you do music, mediums are a delicious but undervalued class of flavor. As for this, I'm especially partial to the pause menu's nostalgic ambient industrial current. Overall, it lends a unique neutrality and flow to what would otherwise be a straightforward boomerang simulation course.

Game

The game is fledged and flying, fully satisfying with a controller for Nerve beater boomerang bouncing gameplay, but the Land is a cave. The earliest sections perhaps feel a bit distinct, but as a whole it's very difficult to tell a lot of areas apart from each other, much less construct an environmental narrative around them, and the ghost narrative/hint system doesn't feel taken nearly as far as it could have been, though I suppose the beauty of a Land game is that I just may not have been looking hard enough for something worth looking.

Gaming

Putting aside the duodevintrilogy with the pointy green hat which was replicated well enough, the particulars of combat which draw inspiration from other beaters should run some re-evaluation. That is to say, the balance between depleting health or breaking stamina ultimately feels like a negligible system. Sekiro is heavily skewed in the opposite direction, but the diversity of enemies and combat options can still sometimes make depleting health more viable. Now, retrieving that green dork for a moment, keep in mind the fluidity of "ghost vision" was only able to be introduced to Twilight Princess with the mighty power of the Wii-U gamepad 10 years later, and yet commendably you've conquered this summit of design on the first try.