Legend of Zelda: Links Awakening Remake(Switch)
As some of you may know, I was a nintendo lad back in the day. Got a NES/SNES/GB during the 80's and 90's and a lot of their games I still have found memories of today(I'd also forgotten how hard some of them were). Wierdly, despite LoZ:LttP being one of my favorite SNES games, I never did play Links Awakening for the GB. I knew it existed, but I think the fact it was a GB game, which notably felt scaled down and, well, not nearly as good as their SNES/NES counterparts from the same series. I'm learning now that I was wrong but as a kid that was my take on it.
So Nintendo doing a full on remake of this game for the Switch gave me a 2nd chance to fix my overlooking of a very good zelda game. What apparently began as a side project for the Zelda team using LttP assets and a GB dev kit turned into a stealth sequel to the SNES classic and despite it's handheld limitations it's a full fledged classic Zelda game, with some new ideas tossed in there as well. There are short side-view platforming sections added, not seen since the dungeons of Zelda 2 and not seen again since, that act as passages within dungeons and a rather involved trading sidequest, at least part of which is mandatory to complete the game. The dungeons employ some interesting new gimmicks I haven't seen before, but even before that, most of them require a special key to even enter, found somewhere on the map(and normally not near the dungeons). The map pulls off the rather nice balance of both feeling large and full but also relatively easy to cross once you have the proper tools and knowledge, so feeling big within a reasonable space(and like an entire chunk of the map is basically a theme park ride to win prizes).
The notable aspect of the game come in it's setting. Since the game is like 25 years old at this point, I'm gonna assume I don't need spoiler warnings. Link is in a shipwreck and washes up on a remote island(which is surprisingly large and varied), and is told he needs to go to the top of the tallest mountain on the island and wake the Wind Fish, which is inside of a massive Egg perched on the summit(Building a boat apparently isn't an option, despite the abundance of trees on the island). To do that, Link needs to go through 8 dungeons and get 8 instruments to play a special ballad. Later you find out that the Island itself(including everyone living on it) is a dream of the Wind Fish and if the Wind Fish is awakened, the island will vanish into nothingness(and everyone living on it will effectively die). This kind of explains some of the wierder elements, like you find enemies from the mario games(and Kirby shows up as an enemy in one of the later dungeons), some of the mini-bosses/bosses are kinda weird(like one of them is literally a boxer). However, it also creates this dark undertone to the adventure, that the Wind Fish is being kept asleep against it's will(the Bosses are called Nightmares and it's stated they're purposefully keeping the Wind Fish from waking, as well as terrorizing it's sleep) and the fact you're dooming the island and it's population to literal oblivion by waking it up. Remember, this isn't Bloodborne, where being trapped in a nightmare is in keeping with the dark tone, but a game meant for kids to be able to play.
I do understand the Remake had some QoL improvements over the GameBoy original but it still comes across as a damn fine game for a handheld, and even if full Nintendo game price for a remake of a 25 year old Game Boy game may be a little on the steep side, I felt it was worth it for the quality of the experience(even if I might not have felt the same way if I'd played the original as a kid).
With that being said, one of the obligatory mini-game shops in this one is a Crane Game(with realistic Crane Game Physics). Anyone whose ever played a crane game in an arcade before knows the dread and frustration involved with this and I just gonna say, Fuck the Crane game. Otherwise, quite a fun ride and I wish most remakes would strive to improve on the original while still keeping what made it good.