nintendo switch

Review: Carrion

 As gamers we spend so much time going on a power fantasy where we save the helpless, mow down hundreds of lesser enemies and ultimately defeat the big bad at the end to save the world/planet/galaxy/universe that it can become somewhat rote. It’s rare that a game lets you be that big bad and rarer still where there isn’t some reconciliation at the end. Enter Carrion, where the developers decided to let you play as that big bad. 

Carrion puts you in control of a blood drenched tentacle monster with a taste for human flesh, and sets you lose in a facility full of said walking food. It is a joy to play up to a point and doesn’t out stay its welcome with a relatively short run time, but I have never encountered a game that screams for one of the most used video game mechanics in history and never gets it. 

Simply moving the monster around the map is an absolute joy, it just feels amazing to get around and the only times you can’t get to a particular spot is because you haven’t found the required upgrade yet. Yes, this is a metroidvania style game so upgrades come at a decent pace and allow you to get around easier or survive combat encounters better. 

Speaking of, the combat is slightly weird. The majority of the NPC’s are fodder, literally, and are used to replenish biomass which serves as your health. There is a morbid satisfaction to entering a room full of unarmed scientists and ripping them all apart, sometimes rolling over the scene and covering it in blood. It harks of those horror movie scenes where the monster annihilates an supposedly ‘elite’ squad of soldiers and provides some of the games coolest moments. 

As you progress, however, those NPC’s get guns. This starts with some obviously overly ambitious security guards and office workers grabbing weapons and thinking they are brave and they don’t pose too much of a threat, but eventually you get the actual soldiers and without considered use of the environment and a deft hand on the controller can prove a problem due to the forward shields they carry. These guys upgrade to flame throwing wielding annoyances and the ultimate enemy, the mech. Again though, through ability use, knowledge of the room/level and agile thumbs they don’t pose a huge problem. 

It means the game is, for the most part, a breeze to play through. As I said at the beginning it is a joy to control and it’s at its best when it goes all in on the overpowered monster loose in an underground facility trope that is the games main selling point. Unfortunately, it isn’t without its problems which is a shame because with just a bit of tweaking Carrion could be one of the year's best games. 

I said it’s great to control which is true, however, as the creature gets bigger it can get in its own way and make it difficult to move vertically. I am not exactly sure how this can be rectified, and it is a relatively small issue but it can be frustrating. Same goes for moving around in water as it can be hard to track which bit is the ‘front’ so you can end up moving in circles to get through a section. 

This size issue can cause problems with a certain type of defense system the facility has as well. This is a mine, i guess, that sticks to the biomass and is an instant kill when it goes off after a couple of seconds. They appear at set locations and while there is an upgrade that stops them killing you, it is possible to accidentally drift into their reaction zone and get killed when you don’t have the energy needed to stop it. Again, like all but one issue in Carrion, it's an annoyance more than anything. 

The main issue, and one that I don’t think any long time gamer would be able to understand why it isn’t included, is that this game needs a map. Desperately. It is ridiculous that it isn’t included given the lack of any other on screen direction other than your ability and health indicators, and given that the game is a metroidvania style game which inherently means a lot of backtracking and returning to old areas for upgrades, it is a glaring omission.

It is insane that one of the most used, and some would argue, basic video game mechanics is completely not in the game. Moreover, this was a deliberate design decision by the developers and speaks to an age old problem of “Well I can finish it without one so so can they.” I mean, to be fair you can, but not without an immense amount of moving through areas multiple times for no reason whatsoever. 


The lack of a map is Carrion’s most frustrating and disappointing aspects and I hope the developers learn from this mistake and have more respect for their audience's time in the future as the despite that one massive issue and a few niggles, it is a great playing and fun game that genuinely offers something different to the usual power fantasy. I do recommend Carrion, just be aware that it will hugely frustrate you by the end.

Review: Tetris 99

For a certain generation, Tetris is the quintessential video game. It is a game that has contributed to not only hours upon hours of precious time lost with its ‘just one more go’ mentality, but also the resounding success of gaming hardware. It is the most successful single video game of all time and rightly so, its depth hidden behind its relative simplicity.

There have been two attempts to update this all time classic for the modern age in the last few months. Both are twists on the formula, with Tetris Effect blending music, VR and classic gameplay into one stunning whole and the other giving an altogether different experience.

Over the last two years, what has been the major trending in gaming? Yep, battle royale, and that is exactly what Tetris 99 is. No, I didn’t mistype. This is a online vs Tetris game where 100 players compete to be the last...tetromino standing? I think that's the way to put it. It’s free, it was a surprise on launch straight after a Nintendo Direct, and it is bloody good to boot.

On the surface, it is a straight game of Tetris like you have always known. Different shaped blocks drop from the top of your screen and you must place them at the bottom to complete lines which then disappear. However, surrounding your play space are 99 other, tiny play spaces. These are the other players in the match, and you must defeat them in order to win.

How do you do that? Well, play Tetris, obviously. You can use either the touch screen in portable mode or the right thumbstick in docked mode to target other players, and when on the attack, any lines that you clear from your space sends rubbish to theirs and vicea versa. Get your opponents play space to fill up and they are knocked out, simple.

Except its not, good Tetris play is key and if you aren’t playing well you will quickly be overwhelmed and out of the match. Add to this the fact that the game speeds up at certain milestones and it means that you have to be on your toes at all times, tracking more than you would in a single player version of the game.

It’s really neat. It gets the blood pumping at the higher levels and rewards good play, though problems inherent to online competitive games are present here as well. It is certainly possible to be knocked out very quickly in the early stages of the game, especially if being targeted by multiple opponents. It can be mitigated by completing lines as the rubbish that accumulates is then cleared to give you breathing room, but it is the equivalent of spawning then getting killed in Call of Duty.

Teaming seems to be a thing as well, though that might just be how the targeting system pans out when using the right stick as it doesn’t target individuals, but a set of people such as ‘attackers’ or ‘random’. It works but isn’t fully explained, which is fine as good play is the meat of the thing, so long as you do that and have the corner of your eye on the other stuff you can get quite far, if not win.

The music is fantastic, though not as integral as something like Tetris Effect. There is little to no lag when playing online, and everything's bright and colourful. It's a great playing game that brings Tetris into the online space surprisingly well and to top it all off is free with no microtransactions.

Is it a battle royale game that will keep you coming back though? To be honest, no. Its great but long term there isn’t anything to keep people engaged like a battle pass, and just seems to be a make good from Nintendo to its players. To be honest, I am fine with that, it doesn’t need to be constantly updated, it did exactly what it was supposed: make its players happy.

For the price of free, if you have a Switch then you should absolutely download and play this, even if you have never played a battle royale game before. It is the perfect introduction and a great version of the this classic game. What more could you ask for?


Review: Saturday Morning RPG

Sometimes you come across a game that just misses the point. Either in its execution of systems, attempt to ape a bigger game, or the purpose of a given story type. Saturday Morning RPG is such a game, and while it has some entertaining stuff and a distinct sense of humor, those points it misses are too glaring to ignore.

The setup is simple, you play a guy who likes 80’s Saturday morning cartoons. If you’re of a certain age, think things like G.I.Joe, Transformers etc. You play as Marty, who is given a magic notebook that grants him the ability to fight using various objects as weapons, as well as his fists. This being an RPG, fighting is the primary mechanic of the game, the problem is, it sucks.

Most RPG’s, especially turn based ones, gradually ramp up your abilities and weapons as the game progresses, giving you the capability to take on ever more difficult foes while also selecting buffs and power ups from a menu. Those power ups might be a higher form of armour to increase your health, a fire imbued sword or a potion that grants a temporary bonus.

Here, those bonuses are granted via scratch stickers, obtained as you play. When you engage in a combat encounter, the first screen you are shown is the one containing all the stickers you currently have equipped, and you have a set time to scratch them before the games moves you into battle. When I say scratch, I mean it - you have to rub the Switches touch screen as fast as you can or move the left stick just as quick. You will never scratch all the ones equipped, and you will never find an upgrade that grants longer time on this screen.

This is compounded by the fact that each one comes with a scratch rating, so the better the sticker the longer it will take to scratch. It means that adding a decent modifier to your health might take up most of your time on the that screen, not allowing you to use any others, but then you can’t pick which ones you can scratch first, you place all the stickers you have, the screen pops up and it will just decide which one is the first one you can use, so any strategy that might come from careful use is thrown out of the window.

Once you get past the stickers, you are in proper combat, which is turn based. There is a series of icons at the top of the screen that shows you who goes next, and you have various options open to you. Marty has the ability to ‘charge up’, giving him a multiplier to his attacks. There are a few problems with this, most notably it screws you over.

The idea behind powering up at the start of a fight is sound, but it takes turns to do that and you only get so much of the stamina meter needed for it. To get a full x9.9 multiplier can take three of your turns, by which point enemies are already attacking you and in the late stages buffing and debuffing you. Sure you get to unleash that first attack at an elevated power, but with half your health gone, accuracy lowered, attack lowered with burn applied and the enemies with increased HP, increased accuracy and increased attack you might take out one of them max, even with a multi hit attack.

This doesn’t get better over the course of the game either, that same loop exists at the start as it does at the end, and can mean you have to restart basic encounters multiple times. If you had the ability to heal on a regular basis it would have worked better, but you don’t. There are items that grant healing, but it is a max of three uses and the only one I found as a 25% heal. It helped, but wasn’t the full heal that would have helped in the tougher encounters.

Things you pick up in the environment count as weapons, so there are some obvious ones that do not obvious attacks, like the sword that calls down a lightning strike, and some not so obvious ones. The pencil compass, care bear and straight up Optimus Prime are examples of the some of the crazier weapons, all the while ramming home that 80’s pop culture reverence that is the games bread and butter.

You can block attacks with a well timed button press, which also gains you back some meter to power up, but that isn’t telegraphed as much as needed and the amount gained back is minimal for most attempts as all but the most well timed blocks will grant any kind of decent restoration. Even then though, the block mitigates most damage not all, and if the turn order works out that the enemies have a bunch of turns stacked up (it's rarely 1v1) it can still cause you problems.

Missed points are most evident in the combat. You can find slightly more powerful weapons in the environment, but not without exploring every inch, gaining nothing but XP from winning fights. This is a creative choice and I get that, but RPG’s should provide a continual sense of getting better. Traditionally, this is due to a fairly steady rate of new weapons and gear, though recent years have seen it become getting to grips with controls and frame priority. Either way, you get better over time.

I never felt more powerful in Saturday Morning RPG. Even after several hours with the game, Marty was about as powerful as he was when I first started, and the weapons never became that “Ama gonna mess you up!” spectacle that the best the genre has to offer provides. It made the combat worse than boring - it was a slog.

Having said all that, there is a sense of humour to everything that makes it a light and airey affair, it's all dumb, with the types of baddies you found in fact find in cartoons back in the 80’s. From the Cobra Commander styled Commander Hood to the takes on various Transformers, it really does nail the 80’s nostalgia kick. I am just sad that the game wasn’t a better RPG, developers Mighty Rabbit Studios concentrated just a little too much on the style and nostalgia rather than nailing a quality, if short, RPG.

If the 80’s tinge tickles your fancy, there are certainly worse ways to spend your time, just don’t expect a game that delivers on power fantasy, that game could exist, but isn’t this. Instead you get a few hours of time wasting, but nothing that will stick with you.


REVIEW:Celeste

It has been my experience that platformers fall into two main camps: the light-hearted, Mario-esk and relatively easy to play type, and the ultra hardcore, pay-attention-or-you-die type of games such as Super Meat Boy.

Celeste, the new game from mattmakesgames (now more than just Matt Thorson who originally started it), falls into this second camp. It is designed to challenge you, in a similar vein to something like Dark Souls: Celeste demands your attention, requiring timing and finger dexterity to get through its levels. If that proves too much, it has an innovative ‘assist mode’ that can help, and it is genuinely refreshing to not feel like your getting a gimped experience because you just don’t have the skill to play as is.

The setup of the game is thus: Madeline wants to climb Celeste mountain. She is completely unprepared for this, as the mountain has a power she has never encountered before, but attempts it anyway. It sounds like a fairly mundane thing, pulled straight out of eighties NES games, but actually the story has a nuance few games attempt.

It deals with mental health in a way few games even attempt, let alone actually pull off, though to the conclusion to that does feel like the optimistic and ‘perfect’ - for want of a better word - solution. That doesn’t mean that the game is anything less than great, I just found it to stumble at the end a little bit.

The minute to minute gameplay is your fairly standard affair of run and jump, avoiding obstacles, though you can also cling to surfaces and climb them. This is governed by a stamina meter that drains, but if you jump off and land on a flat surface it is refilled instantly, as is the air dash you are given at the start of the game.There isn’t really any enemies to take out, instead just about everything that isn’t a flat surface will kill you. It’s not even a case of it will take some health off, you hit the wrong thing and boom, you’re dead, and death comes swiftly and often.

So often, in fact, that after around twelve hours with the game I had died 3089 times. I never said I was good at this type of game, and as I sat staring at that number after the credits rolled, I realized that not one of those was the games fault. Each level is perfectly designed, with the solution and everything you need to achieve it staring you in the face, it is just a matter of whether or not you actually see it.

This is compounded by Strawberries. Each level has a set of collectible Strawberries to get, but when presented with a screen with one of those in it, it can quickly become a case of just saying “Hell no!” and moving on. This isn’t because these screens are badly designed, on the contrary, they are some of the most diabolical sections in the game, but it is a case of whether or not you can be bothered throwing yourself at the problem until you figure it out, dying over and over until you collect that tasty fruit.

Thing is, those collectibles make no difference to the game, they really are just bragging rights for completing tough sections, so if like me you get to a point where you just want to get through it, don’t feel bad for skipping them, it makes no difference to the story or anything. The collectible that does change things are the B-Side cassette tapes in each chapter. These will re-mix the level for a harder challenge, but to be honest, by the time I got to to the end I had gotten everything I wanted out of the game.

I mentioned at the start the games assist mode, and it really is great. The games designers wanted a set experience, and think it should be played without assist mode turned on, which is fair. However, not everyone is of the same skill level, so with assist mode on you are granted the ability to make things easier in a number of ways.

This might be increasing the number of air dashes you are allowed from one to infinite, making Madeline invincible, increasing how quickly the stamina meter runs down and a number of other things. It affects nothing in the story or game, it is purely a way for people to experience the game regardless of skill level. The developers were smart to put this in, it opens the game to a larger audience and gives them a chance to actually complete it.

I actually ended up turning assist mode on, I just found the game that touch too hard. All I did was increase the number of dashes by one, so I could do it twice before having to land to refill it. As I said, I still died over three thousand times and I gave up on trying to get all the strawberries, but I got through the game and it made it just a little bit easier. I didn’t find that it compromised the designers intent, Celeste is still a brilliant platformer that proves challenging even with a little help. It might not be what the experience they intended me to have, but I still enjoyed the game.

In fact the only issue I really found with the game was the last bit of the story, which for me was just a little bit too optimistic when dealing with mental health. That’s not to say such things don’t happen in real life, but the struggle is much harder than what is presented here, despite the mystical underpinnings of the story. As I said though, few games even attempt this and Celeste does a brilliant job, it just doesn’t stick the landing for me.

Everything else is brilliant. The art style is very 16 bit, but has bells and whistles that could only be dreamt of in that era, the music is awesome and the gameplay is as close to perfect as a platformer can get. I played it on the Switch, and it really is the perfect game for that system, as I played for longer than I should have lying in bed at midnight, or just sat on the sofa getting lost in a challenging section.


If you want a great platformer with a story that is more than ‘stomp on these things’, Celeste is the game for you. It plays brilliantly, looks and sounds great and has plenty of meat to sink your teeth into.

Review: Super Mario Odyssey

There is an old saying in gaming circles: “Never count Nintendo out”. It’s simple, to the point, and if any year in its history proves it, it’s this one. Not only did they release a fantastic console in the Switch, they dramatically overhauled The Legend of Zelda to make it probably one of the best games ever made, and now they have unleashed Super Mario Odyssey, a game shows they are still the masters of the platformer.

Talk before release was that Odyssey is a spiritual successor to the Super Mario Galaxy games, and to be honest I can see why that comparison was made. Each level has different themes and secrets to explore, and trust me there are plenty of secrets. More than that though, is the feeling you get when playing: it just feels right.

It might sound stupid, but from the first push of the thumb stick it’s like you just know everything is right, after a few minutes of play you are lost in Odyssey’s world, all your woes falling away as you explore each level. Even when you decide to move to the next, the feeling you haven’t quite found everything sticks with you, until that is you get lost again.

I played the game on a trip home from London recently. The train took just over two hours. I started playing when we set off, and put it down what I though was half an hour later. Turns out I was just twenty minutes from home and I had lost an hour and half just exploring the game, and if that doesn’t mark it out as great I don’t know what will.

Story has never been a Mario games strong point, and if I am being honest the same is true here. Shockingly Peach gets kidnapped by Bowser again, this time with the intention of forcing marriage upon the said strumpet, but he also nabs Tiara, a Bonneter who becomes the princess’ err...tiara.

Mario of course runs to the rescue, but this time is joined by Cappy, Tiara’s brother, who wants to help fight Bowser and his minions and save his sister. This is where the new game shows it’s distinctiveness. Cappy is actually a very useful little guy, Mario can throw him up, down and all around to fight enemies and collect coins, maybe even solve the odd puzzle. The most unique thing Cappy does, however, is allow Mario to ‘capture’ various creatures around each level.

The capture of a creature turns it ‘mario’, which basically means it gets the plumbers distinct moustache and cap, and let me tell you there is something quite magical about seeing a T-Rex in that state. It then grants you that creature's special ability, so for example capturing a Goomba allows you to stack more and and more on top of each other to reach high ledges or treasures. It’s a great mechanic, and allows the designers to hide things in some brilliant places.

Power Moons are the treasures I speak of, and are used to power the Odyssey, a airship the two friends use to chase down Bowser. They are placed anywhere from ‘in plain sight’ to ‘take two hours to figure out’ and each level contains more than you first think. This where you can see a similar design philosophy to Breath of the Wild. In that game something new was discovered every few minutes and the same is true here.

Turn a corner and you might find a new puzzle to solve or a hidden area containing a moon. It could lead to a boss fight or some of the purple coins littering each level, or it might even just be the top of a ridge looking out over the sea, a cool little vista for intrepid explorers to find. This is what drives you in Super Mario Odyssey, you are never quite sure what is waiting for you next.

Once the credits have rolled the game drops you back in, letting you go find all the other moons you might have missed, and I am almost certain you would have missed some if not a vast majority, there is just that many to find. It is unfortunate that revisting kingdoms means you can purchase a bunch of moons from the in game store on each without having to explore, but honestly its not that big of a deal.

There is unfortunately one major downside to the game: motion controls. Now I will always be a fan of the Wii, it was a great system that introduced gaming to the masses, but for the most part motion controls should have died with that system. Here it only works if the joy-con’s are undocked and frankly, no one plays the switch like that. Those devices are either connected to play in handheld mode or attached to the bundled controller dock that comes with the system.

I am not saying it is impossible to use the motion controls in any other state, but it’s certainly easier when the joy-con’s aren’t plugged into anything. Moving the full system around when playing in handheld mode is just a nightmare and it is jarring when playing with the controller attachment. If they had put those moves onto a face button it would have worked so much better and allowed for more creative use of the various powers by players.

To be honest though, that is the only complaint I have about the whole game. Playing is like sitting down for a chat with an old friend, after a few minutes its like you were never apart and that is what the Mario games personify, the feeling of an old friend come to see you and enjoying each others company.

Super Mario Odyssey shows Nintendo’s willingness to try new things with its core franchise, and somehow they manage to keep the same great feel the best of the previous games had. It updates everything for a new generation and I am certain this will become some of the younger gamers out there game of the generation, one of those that is looked back on in years to come with misty eyes and a slightly inflated, but no less justified sense of nostalgia. In short, it is a masterpiece.

Review: Splatoon 2

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When the original Splatoon was announced, everyone was, frankly, confused. Nintendo? Doing a shooter? A collective WTF went up from fans and games press a like. However, as people started to play, get a feel for it, it became apparently that the house that Mario built was actually onto something.

The genius of that original game is that while yes, it is a shooter and an online one at that, it didn’t attempt to follow the path of the giants such as Call of Duty or Battlefield. While you can kill members of the original team, that is not the point. Instead, covering as much of the map as possible is the way to victory, at least in the regular battle mode.

Matches lasted just three minutes, lending the game a snappy feel. It was the shooter people who don’t like shooters should play and became an instant hit upon its release, this was due to pitch perfect gameplay and the fact it was an original IP from Nintendo.

Fast forward a couple of years, and the portable/console hybrid known as The Switch needs games. So what do we get? New IP? Of course not, we get the sequel to Nintendo’s first ever shooter and it is just the game the system needs.

Splatoon 2 is, and this especially applies if you didn’t play the first game, a must buy. The same core mechanics and pitch perfect gameplay see you running and swimming around various maps trying to cover everything in your team’s colour or compete in the more objective based modes once you unlock ranked battles.

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To be honest, this is all the game needs. The gameplay is so good that while, yes very little has actually changed in terms of what you do, frankly it doesn’t need to, it is always fun playing matches and it's an online game where by default voice chat is disabled which means that the b.s you might have dealt with before goes away almost instantly.

The game's biggest problem is that those that still have a Wii U hooked up and a copy of the original might find it difficult to justify buying a new console to play a sequel with so little new things to do, and those that already own a Switch but played the original might find it tough to pay another chunk of money for what is essentially the same game.

The changes that are there, such as new weapons, clothing, the ability to change hairstyles are cool but don’t fix fundamental problems with the design. You still have to back all the way of of the lobby and return to the main hub to change weapons and gear for example, but I never found it so bad that it was a huge deal, and in that particular instance you tend to find the best weapon for you and stick with it no matter anyway.

The new Salmon run mode, this game's version of a horde mode, is only open at certain times for some insane reason that no one can quite figure out and frankly, is something you have played a thousand times before. The single player is good and has some great looking boss battles, helped by the bump to 1080p and 60fps, but is the same format as the first game.

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The changes made to how certain weapons work and how that would affect the deeper strategy of a match will only be really relevant to the hardcore players who spent hours with the first game, learning all the secrets and wanting to translate to the sequel. The casual crowd might be disappointed with a graphics bump and a couple of new weapons and maps.

So far, this is the only way that you can still view anything resembling the old Miiverse from the Wii U, one of the more intresting aspects of the platform. It is relegated to thought bubbles above peoples heads in the lobby, but is a fun throw back none the less. 


Ultimately, Splatoon 2 is a better looking rehash of the first game. The could have called it Splatoon HD  and added in the extra’s in as a bonus to get people to invest and it probably would have worked well for them, but that isn’t to say it isn’t a great game anyway. The gameplay that made the first so good is still intact and sees it through, but I can easily see why people might be reluctant to invest in this. I think it’s great, it just has some strange quirks that are annoying but not unassailable.

Review: The Legend of Zelda: Breath of the Wild

How do you update a 30 year franchise? One whose tropes have been copied innumerable times across a million games. One where various entries frequently appear on “Best game of all time” lists and whose structure helped form a large part of the language of video games.

The answer seems to be ‘make it bigger and throw that structure out’. Breath of the Wild (BotW) forgoes the formulaic nature of previous games and sets you on a path, but crucially, how to get to the end of that path is up to you. One of the first quests you receive is “Defeat Ganon”, and from that point on your are pretty much on your own.

The designers have taken what works from other open world games and cut away everything but the very core, crafting something that has all the familiar elements but doesn’t fall into various open world traps. There is almost no ‘jank’, where the systems interact in unexpected ways the game isn’t prepared to really handle.

It does however contain towers which allow you to expand the map, but rather than filling it with these towers so they become a grind, there are only a few, one per very large area. Once you activate one, the area unlocked isn’t suddenly filled with icons to check off either, which is actually a brilliant decision.

The trap here is that such things can become a check list very quickly, making exploring the world a slog and dumbing down the excitement of thinking you will find something new and unknown around every corner. BotW does this excellently, at no point did I feeling like it was a grind to play, and I knew that there was always something waiting to be discovered.  

Those discoveries came in various forms, from enemy encampments to small villages, stables or one of BotW’s greatest achievements, a Shrine. The shrines provide bitesize pieces of gameplay outside of travelling around the main world, each with a various hooks that may or may not utilize one or more of the new powers given to link at the start of the game.

Link is the proud owner of the Sheikah Slate, basically a modern day tablet that allows him to access the shrines and towers, but also grants him a few powers such as magnesis, stasis, cryosis and remote bombs. The shrines might have you using magnesis to lift up and carry metal boxes around to make paths or activate switches, or they might have you use stasis to stop an object, smash it with your weapons to have it build up a charge, then launch it into a hole, or any number of combinations.

Each one is only a few minutes long and can net you weapons, armour and shields, along with the main prize: an orb that allows you to purchase heart and stamina metre upgrades, and with a hundred and twenty to find and beat, you build up stamina and health quite quick. Some of the shrines are straight up combat arena’s, tasking you with defeating a fairly powerful enemy, but these are rarely very tough and give you access to some of the most potent weapons in the game.

Those weapons range from boomerangs to single handed swords to massive bone clubs, each with its own damage rating and durability. Yes, they will break on you, which for some will be a massive point of contention. However, weapons are not hard to come by, every enemy drops at least one and it isn’t a challenge to find a fight, so this doesn’t actually prove much of a detriment, though it can be frustrating to burn through weapons in a shrine trying to get a ball into a hole to activate a switch.

The combat itself is fast and satisfying, never getting old no matter how many times you beat the snot out of a bunch of Bokoblins. It can be annoying to have your weapons break halfway through a fight, but you rarely, if ever, get to the point where you have no weapons at all, so making your way around the world and fighting everything is always a pleasure and never a chore.

The point of traversing this open world is to, as previously stated, defeat Ganon, or in this case, Calamity Ganon, an entity that has taken over Hyrule Castle 100 years previously. The story is an interesting take on the Zelda format, but it boils down to the same thing every single entry in the series has: rescue the princess, defeat the bad guy and save the world.

The story portions weren’t super interesting, but it is probably the most interesting version of the tale to date. The voice acting (yes that's a thing) is actually pretty good, and the writing is decent, but after a couple of hours with the game, it's not something I cared about, I just wanted to go tool around the world.

You can actually complete the game without doing this, that quest to defeat Ganon is completable almost from the second you get it, with speed runs of the game already coming in at around forty minutes. My play time is currently over seventy hours and I haven’t by any stretch of the imagination done everything.

That is the beauty of it, it allows you to finish quick or take your time, and both are perfectly valid, though it's my opinion finishing it in forty minutes does the game a massive disservice. Every inch of it is perfectly designed, but probably the most ingenious thing BotW does is climbing.

It might sound stupid, but you can climb pretty everything at anytime. No upgrades or new kit required, Link can just climb stuff until his stamina runs out. The stamina metre, depending on what you’re doing and if climbing how steep the wall is, doesn’t run out after 2 seconds so getting up mountains isn’t too much of a challenge after a couple of upgrades, but it seems that getting stamina upgrades rather than health is more important in the early stages.

More games need to do this, it adds to the feeling that the game actively wants you to explore its world and discover its secrets, from the random Dragon’s floating around the skies to hidden villages and shrines, you can literally go anywhere you want, it just might take some preparation to remain there for a period of time.

This preparation comes in the form of cooking. Around the world are various herbs, plants, fruit, spices and meat, as well as critters and monster parts that allow you to cook up various dishes. You can eat them without cooking (except for the monster parts and critters), but by throwing on the old apron and chucking a few things a cook pot you can get meals that increase your maximum hearts, let you move silently, temporarily increase stamina, refill your stamina meter or allow you survive longer in the games harsher climates, such as mountain tops.

This is a very cool mechanic and you can carry plenty of meals at once, the only problem with it is that cooking pots are only located in villages or stables, so you might have to head to one of those then back up to where you were if you run out. It's not a huge thing (like all the problems with this game) but it can be vexing.

The critters and monster parts create elixirs rather than meals, but do pretty much the same thing, it's just less likely you will receive hearts back from these, and you can’t brew attack boosting or damage reducing elixirs, but they prove useful nonetheless.

Ultimately, Breath of the Wild is the open world game to play if you don’t like open world games. While it is not absolutely perfect, it is so close it's scary. The frustrating elements of other similar games have been carefully analyzed and discarded or refined to near perfection, the concept of ‘Open world Jank’ is completely absent and all the systems at play work together to create the emergent gameplay that is a stable of the genre but with that feeling that the game just broke for no reason at all.

Nintendo have redefined what an open world game is, while simultaneously giving the best Zelda in years, one that revitalizes the series in a way no one expected. Playing on the Switch (it's also available on Wii U) makes this even better, as you can literally take it with you and play anywhere, and since the game has so much to see and do, it is the perfect launch game. To be honest though, it's a damn near perfect game, if you want or own a Switch or Wii U, this should be on your must have games list without question.