Julkaistu 18. lokakuu.
Overall a good game and nothing was enough to make me hate it, but there are still several design choices that keep in from being a 100% must-have in my book. Most of it is fine, but once we get to the end of the Sand Zone and get to Rabid Toroko we start to hit some problems.
For one, Toroko is a pretty disorienting curveball in herself; depending on what she decides to do the fight can either be quick and painless or teeth-grindingly annoying. And to top it off, after beating her you don't have the opportunity to heal for a lengthy period of time afterward (likely trying to see if they can force you to use the Life Pot item that fully recovers your health just once in mid-game; which by the way is a HUGE mistake).
However, that isn't close to being the worst part. That comes immediately after: the Labyrinth. I hate the whole level in its entirety (and no, not for Monster X. He was actually the good thing to come out of it in my opinion). Its actual design is a bit jarring at points with several stunts that require almost perfect timing to pull off, but the biggest reason I hate it is that it can screw you over from 100% completion in several ways, all of which can occur VERY easily.
The first example is when someone falls into one of the rooms as you enter; you can either talk to him and pick up something now or ignore him and move on for something else later. To even have a chance at 100%, you have to be a jerk and ignore the guy, going into the next room (which, by the way, has a boss fight almost immediately). And what makes this an even bigger problem is that the jump required to make it past him is very easy to miss, with no chance whatsoever to climb back up without talking to the guy who fell or resetting and trying the jump again (and even when you do eventually make it, the remainder of the Labyrinth will be an even bigger burden on you.
The boss following that jerkishly designed jump isn't too bad; in fact it's a cakewalk with the right weapon choices, but what follows soon after is my least favorite segment of the entire game at the very end of the level, which is flooded with water that continually rises and falls as you go, and this is where that one bit I mentioned earlier starts to come further into play. If you went down to meet the guy who fell, the item you need to have any chance at completion will somehow magically vanish from this room (how does that make any sense?). If you didn't, you won't have better air movement to arm you against the Island Core, where the designer apparently didn't realize that having to deal with constant water physics that make no sense paired with the endless attacks and getting pulled and pushed around at will doesn't point toward a very good boss fight.
Following that (by the way, also with no healing opportunities after an annoying fight) is the final stretch of the area, the Waterway, which introduces water currents that pulls you along. The area itself isn't too bad minus the huge abundance of spikes, but another very likely chance to miss 100% AND a reasonable save point is right around the corner, requiring about a split second's notice to jump off a single block out into a shack before the currents catch you again, and following that is the labyrinth's fifth and last boss (which I hate for the opposite reason of the Core; being too easy and coming right the heck out of nowhere anyways).
Thankfully, the game stops being jerkish after that point until the very end if you happen to discover the hidden level you were working toward to get the best ending, and long story short to first-timers... This area WILL be the bane of your sanity. You have been warned.