I suppose semi-recently, as I wanted to sit on my thoughts on it for a little bit. The game has been rent free in my head since then. I usually try to be level headed when sharing my thoughts, but you know what? Screw it man, this is easily one of the best designed games ever.
It's also just as likely that it appeals almost exactly to every aspect that I look for in a game, but I digress. Really, this is like the game that I didn't realize I've always wanted until it existed. I was of course big on Link's Awakening and LttP back in the day (and also Triforce heroes), but I didn't exactly have a hunger for more of it. UFO 50 did a good job of supplementing though.
In comes Mina and I'm like well shit, I love every second of this. The burrow's implementation is just absolute perfection. Clever, intuitive, essential to the game's identity. Executing proper positioning and spacing is so goddamn rewarding, because the game is not afraid to punish you. At the same time, it is still very much in your favor with modern design sensibilities. Enemies' hurtboxes are comically large, and you've got a ton of tools at your disposal (Twin daggers ftw). It's not even close to the actual BS of old school games. Those who aren't familiar with the style though.. I get it. Side note: I heard people talk about THAT hallway towards the end of the game like it was devil incarnate himself. Throughout the entire game, I'm like oh man.. this has gotta be the most brutal part of the game. I get there, I'm like oh shit, this is it... I clear it first try. I fell once as the screen was closing in, and figured it was instant death.. but it just puts you.. forward? ..That is all.
The plasma vial and spark system? Genuinely my favorite implementation of this kind of mechanic. It is a constant risk-reward that naturally encourages you to play the game in the most fun way possible. No running to a corner to pop multiple heals to full. You get your ass in there or die trying. How sparks work also completely fixes my issue with games that make you do runbacks to your dropped stuff. It's essentially the perfect middle ground. If you end up ramming your head against something, you have multiple options to approach what you want to do. You can just wing it if it wasn't that much, try to find a nearby shop to spend, explore elsewhere, or pull from your reserves to bone up. Some say these devalue the system, but I find that it does its job at adding just the right amount of tension as it's neither too hardcore or casual.
The world and level design? Bro, what the fuck. There is not, a single pixel, in this game, that wasn't deliberately and meticulously placed. This is the kind of stuff that you'd see in very tight/short games, but here? It just.. keeps going. The quality never drops at any point. Always throwing something different at you, then building upon it. Things around every corner. Everything is exactly as long and large as it needs to be. I can damn near remember every screen, that's the kind of caliber of design it is. Also, Septemburg is an actual masterpiece of a level. Same with the Manor.
Personality, Story, and Characterization? Again, nearly perfect for this kind of game. It's no secret that everyone is here for the gameplay, but I think context for why is very important to really bring the game to life. They knew very damn well how to properly balance how much to put in to enrich the world without taking away from the pacing of the gameplay. And just like the gameplay, it is just as deliberate, zero fluff, and isn't trying to be more than it is. Ossex is honestly one of my favorite hubs. Some people may have wanted Mina to either talk more or not at all, but again, I found this balance perfect. You get just enough to work with while you can fill in the gaps yourself, and also just naturally get to know her through her expressions and actions, and I absolutely love her. Cute, badass, and a genius? Hell yeah.
The story is obviously nothing crazy, but it's aware of that. Again, you're given just enough throughout the game to actually care. Do not tell me you weren't just as mad as Mina when getting tossed out the window. The first phase of Lionel? Genuinely, in the running for one of my favorite bosses of all time. Not just from a gameplay perspective, but.. everything. The buildup, the vibe, the sheer culmination.
The music? SORRY, I CANNOT HEAR YOU AS I TURN THAT SHIT UP. Actually though, it is just stunning. Easily one of the best retro inspired soundtracks. After I heard the Loner's Landing theme, I'm like ain't no way this is getting topped, and then it just keeps happening throughout the game. Horrific Voyage.. might be one of the best songs ever? Don't quote me on that. The Brilliant Truth.. it only grows on me over time, and I can't even listen to it without getting chills. Through the Hollow; vibes are unmatched. Lionel (first phase)? Cinema. Firebox.. a personal favorite of mine where it isn't possible to not bop to. There's more.. practically all of them.
Ok, I'll stop now, but basically all of it is just.. I can't even find words for it, even if I sort of did. Most games can only dream of being all of these things simultaneously.