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October 28, 2024

Hyrule Warriors Legends (Part 2)

Part 1 - Part 2 - Part 3

The fight is on!

Fight across time

From here, the Story Mode splits into three branches. Forced to deal with all of them at once, the army splits.

Normally, the franchise says not to mess with
Gorons. That they're indestructible. Then, can
you explain why I've knocked out 1346??
Impa and Sheik head into the world of Ocarina of Time, where they look for the Gate of Souls that teleports enemies into their era. Instead, they meet a Kokiri fairy, who directs them to the Gorons and their leader, Darunia, who have captured Princess Ruto of the Zoras, following an odd encounter with Princess Zelda. We don’t get to investigate, as the story evolves to an armed conflict. The Gorons use many tricks to gain an edge on the battlefield, including taking forts equipped with cannons throwing boulders at the allied base. After cornering Darunia in his base, the heroines realize that the Gorons were manipulated by invisible monsters. Even after they’re dealt with, Darunia must still be defeated to regain his senses. When that’s done, Darunia releases Ruto and, irate that he got manipulated, joins the fight.

The Gorons and Zoras were in conflict over the monsters coming out of the Water Temple, where the Gate had opened. And who led them? Princess Zelda. In the following battle, we first open the Water Temple, and then face off against the faker, revealed to be a monster in disguise: A Wizzro. Sheik reveals that she knew, because she was the princess all along. (Since they’ve traveled to a different era, the other Zelda could have been the incarnation of herself from then, so that point is moot, but whatever.)

Yep, Midna has access to Wolf-Link in her fight.
No clue where he is the rest of the time, though.
Lana visits the era of Twilight Princess. Her search for the Gate of Souls is interrupted by Cia’s monsters, who attack a villager: Agitha, the friend to all bugs. After Agitha is rescued, her Goddess Butterfly leads the heroes to the Gate, but they’re intercepted by another army led by an imp with a headpiece. Yep, that’s Midna. She believes that the Hyrulean army is allied to the monsters who have been roaming the land. No misunderstanding that a strategic battle and a good beating cannot resolve.

Midna has a bone to pick with those monsters, so she joins our ranks. The next battle is set in the Palace of Twilight, and it ends in a showdown against Zant and a dragon called an Argorok. Tough fight. Confronting Cia, Midna exclaims that the sorceress is the one who trapped her in this imp form. A scuffle ensues where Cia’s mask falls off, revealing a face like Lana’s. After the villainess escapes, Lana explains that she and Cia once formed a single entity, who split apart into good and evil halves due to Ganondorf's manipulations. That’d have been nice to know in advance!

Yep, that's Agitha summoning a giant beetle to kill a
dragon. Didn't know she had the combat spirit in her.

October 25, 2024

Hyrule Warriors Legends (Part 1)


Part 1 - Part 2 - Part 3

(I had been planning to review this game all year – that I’m posting this review shortly after the release of Echoes of Wisdom is a happy coincidence.)

When I first began this blog, my only goal was to replay through my (at the time) modest collection of 60 or so titles, across a handful of consoles. Then I joined Steam, and Humble Bundle, and things spiraled out of control and now... lemme check... well, right now I have a backlog of over 250 games. What they don’t tell you about becoming a reviewer, Heck, a content creator, is that you quickly start looking for more content to create. In my case, this translated into buying a lot of games, hoping to play and cover them later, on this blog. I’ve probably bitten more than I can chew, but I’m still in the mood to keep trying.

....Actually, my Backloggd says 254.

Yep, mowing down literal hundreds if not thousands of
enemies is pretty much the default in Dynasty Warriors.
On the plus side, it has encouraged me to check out games and franchises I might not have tried otherwise – Trauma Center, Prince of Persia, Punch-Out!, South Park... and so on. This ties into today’s game in that, although I’m already well acquainted with the Legend of Zelda franchise – having now reviewed three of its games – I’ve never played anything from Koei Tecmo’s Dynasty Warriors series, which this Zelda spinoff is most like. These consist of hack’n’slash gameplay, and from what little I know of them, they all play somewhat similarly to each other. Since I’ve never played any Dynasty Warriors, I can’t really compare with Hyrule Warriors, originally released on the Wii U in 2014, with today’s game being a port for the Nintendo 3DS released in North America on March 25th, 2016. (This entry would get another remake for the Switch in 2018, as well.)

As a result, today’s game isn’t part of the famed Zelda Timeline, the one that branches off into three paths based on the events of Ocarina of Time. The Hyrule Warriors games are considered a spin-off and, therefore, don’t have any impact on the continuity of the classic series. This has an advantage: They can freely pick bits and pieces from the games released over the franchise’s then 30 years of existence without worry, and even add their own spin to the events presented. And damn, do they take full advantage of this.


This being a port, the story follows the same beats as it did in the original Wii U version, however we’re getting a handful of new characters and arcs to follow as well. And on top of the main quest, titled Legend Mode, we even have an entire additional Adventure Mode built on top of the map from the original The Legend of Zelda from 1986! But hey, I might be burning steps. Let’s start with the controls, then we’ll jump into the story.

Fighting Options

I played in Dynasty Warriors mode, but the playthrough
I'm pulling images from uses the Zelda mode.
(By the way, my screenshots come from a playthrough
by Squish Gaming
. Go check it out!)
Every character in Hyrule Warriors has a large number of options that belong to them specifically; at least when it comes to weapons, upgrades, special attacks and gauges, gimmicks, and the like. However, at the core, all of them play similarly. Most buttons on the 3DS end up used. (When you first boot up the game, you're offered to control schemes: One more based on Dynasty Warriors, one more based on the Zelda series. I personally describe the Dynasty Warriors controls here, as those are the ones I used.) First, the circle pad to move, of course. Characters evade with B, do a basic attack with Y, and can do a stronger attack with X. As the game progresses, you unlock new combos to make, opening with a basic attack (or multiple in sequence) and throwing in a stronger attack at the end of a sequence (or, to be clear, anything from Y-X to Y-Y-Y-Y-Y-X). The A button is used for a very powerful move that can be unleashed only after a gauge has filled up over time from landing hits on enemies.

Oh, Princess Ruto has entered Focus Spirit.
She's about to Surf a monster army to death.
The D-pad has its uses as well: Press Up to target onto an enemy, and Left/Right to switch to a different target or move the camera. When you pick up magic dropped by enemies or found in broken pots, another gauge fills up; when it’s full, you can press Down to activate Focus Spirit, which will cause your attacks to increase in power and give a few additional bonuses like revealing a major enemy’s weak point. You can also empty the magic gauge in one go by pressing A, unleashing another powerful move.

Not a ton of items, but still enough to have
a few puzzle-based bosses in there.
The L button can be used to guard from attacks, and can also re-focus the camera behind your character. R is a special case; much like in classic Legend of Zelda fare, over time you’ll find items that help on your quest, some of which are even mandatory to defeat specific enemies. Bow and arrows, hookshot, boomerang, ocarina. You know, the classics. Using the bottom screen, you can open the item menu and select which item to use, and then use it with R.

And the touch screen has many uses. You can use it to read the mission map a little more closely, switch between characters (as several missions will see you playing as up to four characters spread out across the battlefield), or use the magic of the Fairy you've equipped before starting the mission. It's also where you can open the item menu and use potions, provided you've unlocked them for your current character, or swap between tools (bombs, bow and arrows, hookshot, etc.).

Hyrule Castle Down

He was easy to spot, he's the only one without
a helmet, the fool.
Princess Zelda is suffering from a recurring nightmare in which a mass of darkness attacks her in a field. She confides in Impa, who takes this as an omen of approaching dark times; therefore, they must find the Hero of Legend. Sure enough, there’s a distinctly Link-shaped soldier training on the castle grounds, and he’s already great in combat. Well! That was easy. The reunion has no time to happen, however, as an army of monsters is seen marching towards Hyrule Castle. Already listening to his Courage, Link runs into action alongside the Princess and her guard. He quickly rescues a fairy that joins his side (and will speak on the mute's behalf).

Yeah, we're not close to conquering everything here.
Every mission of Legend Mode is set on a large combat field with fortresses scattered about. Your team's owned fortresses are highlighted in blue on the touch screen, while the opponent's are in red (or, if three armies are fighting for dominance, the third group is in yellow). As either of the characters you can play in that mission, you can move towards a red fortress and defeat waves of enemies that appear in it, causing the current fortress leader to show up; beat that leader, and you conquer that fortress for your team. However, armies of enemies scour the map, and those will also attempt to take over the heroes’ fortresses, on top of reclaiming those they’ve lost. It can get tricky to take over new fortresses, while keeping those you've conquered.

Each mission has one main objective as well as additional ones that unlock depending on how the situation evolves; some further the plot, while others are side quests that can provide bonuses in this specific battle. However, each mission also comes with an instant defeat condition for the heroes. It usually, but not always, involves the characters' main fortress start in being taken. Alternately, it can also be a major character fleeing the battlefield after being defeated. Victory and defeat conditions often change on a whim, so always be aware of them.

In the first mission? Damn, they don't mess around.
When you conquer a fortress, a treasure chest may appear, with a reward for the character that opens it. However, enemies can reclaim fortresses, and you may have to reclaim a fortress you’ve claimed earlier. Plot beats are all about fighting for the upper hand. Near the end of a mission, a boss (or many) may show up. It can be a regular enemy without specific strengths and weaknesses, or it can be a Legend of Zelda type of boss that’s impervious to all attacks until you use a specific tool to expose their weak point.

Its gauge is almost empty! It's gonna get a 
That's the case of King Dodongo, a well-known boss of Ocarina of Time, who appears on the battlefield at the end of the first mission. It is fought just as it was in its home game: Toss a bomb into its mouth to reveal its weak point gauge, then slash away. Otherwise, your sword won’t even scratch it. It's not the only boss to work that way, as there's a handful of others.

After this first mission, Princess Zelda is reported missing; Impa asks for Link’s help, and hands him the green tunic... updated with knightly gear. We also get the ever-present explanation about the Triforce, but we also learn what happened this time: An evil spirit (Ganon, of course) took it long ago, but the Hero of Legend managed to beat the spirit and split its soul into four fragments, all sealed across time and space.

The witch and the fragments

And of course, the higher the badge, the rarer
the crafting materials for it.
In-between battles, you can pass by the Bazaar. You pick a character, and then you can:

-Use materials found on the battlefield to craft badges, which offer passive attack, defense and assist bonuses. For a same badge, the crafting materials can be different from a warrior to another, and later badges require materials that are difficult to gather;
-Level your unlocked characters up at the Training Dojo, with a cost in Rupees. However, you cannot level a hero up higher than the highest level you’ve reached with a character;
-Craft potions at the Apothecary using materials. These offer bonuses like finding more weapons on the field, or finding better weapons;
-Combine weapons together at the Blacksmith, to transfer special abilities from a weapon to another, destroying the material weapon in the process.

Some of those fields are a pain to run through.
The next mission is set at the Eldin Caves, where we fight an army of skeletons. Those are aided by Big Poes and led by a Wizzro. While exploring, Link and Impa encounter Sheik, who joins the fight with a harp as weapon. Impa is also a Sheikah, so she’s doubtful of Sheik, but lets (him? Her? Them?) join on the quest to find Princess Zelda. Oh, the irony. A mission later, we meet the new villain: Cia, a witch of the forest whose task was to maintain the balance of the Triforce. She has the power to look into other ages of Hyrule, and got infatuated with Link due to his status, also growing jealous of Zelda over her closeness with the Hero of Legend. This allowed a fragment of Ganondorf's soul to manipulate her into doing his bidding. That is, collect the other fragments and revive him.

Thankfully, against these evil forces, while exploring the Faron Woods, the Hyrulean Army recruits a new ally: Lana, a sorceress from the same clan as Cia, who promises to help. Meanwhile, we get our hands on a bow and arrows, and we use them to kill a Gohma. You know, the spider thing with a giant eye? That one.


You also learn that bosses are easier to take down if you
bring all of the playable characters to it.
This leads to a confrontation in the Valley of Seers against Cia and her forces, with the Hyruleans seeking to close the gate from which these monsters are pouring out. We do the hero thing, finding a boomerang and using it to deal with an annoying plant boss called Manhandla. I swear, if even one of those mouths starts singing "Feed me Seymour"... After which, the heroes confront Cia, but she manages to steal the Triforce pieces from Link and Sheik (the latter to everyone's surprise) and unite them to the Triforce of Power she already wielded. This massive power lets her open gates to other eras of the world’s timeline, where the other fragments of Ganondorf were hidden. If they want to stop her plan, the Hyrulean forces must go through these portals, explore these different versions of Hyrule, and prevent her from accessing the fragments.

Who needs swords, when you've got
*taps crossbows* these babies and an endless
reserve of projectiles?
But that's not all! There’s an alternate storyline happening concurrently, one that shows a young blonde girl who also believes to be the Hero of Legend. She has to be, her grandma told her so! She has her own trinket, a compass handed down to her by the same grandma. When trouble arises, Linkle puts on her own version of the Hero’s tunic, and heads out to Hyrule Castle to help. This takes her into the woods, where she meets and battles none other than Skull Kid, from Majora’s Mask. Then she keeps running to the Castle… in the wrong direction. Linkle’s gameplay is very different from Link’s, focusing a lot more on using crossbows and various projectiles like bombs against opponents. This helps set her apart a fair bit from Link. (According to many websites, early in development she was implied to be a distant unknown sister of Link's, but the idea was scrapped. I think she's better as a separate character.) She also has a funny relationship with Cuccos, with the chickens featured prominently in more than just one of her missions.

Despite being disconnected from the main plot, Linkle’s story ends up following it. We’ll have more examples of that in Part 2.

October 18, 2024

Gaming Memories: Starfox


Haven't done one of those in a while... (I'm doing doing this one because the game I'm planning to cover next is taking me longer than I expected.) Anyway!

Starfox
Super Nintendo Entertainment System
March 1993

The Super Nintendo was an impressive console on its own for the time, home to many technological advances. With the gift of hindsight, it feels like where the greatest updates happened. Most distinctly, the in-between from an all-2D to an all-3D. Most games on the SNES were still pretty clearly 16-bit, 2D entries. Some games played around; Donkey Kong Country is not any less impressive nowadays when you take into consideration its release date, but the trickery of turning all 3D assets into 2D sprites to create the perfect illusion was genius. Super Mario Kart had 3D tracks, but the racers were still obviously 2D. And then, we had the first actual 3D games.

And in that field, Starfox was a pioneer. Like a glimpse into the future. Its hardware had to be tailor-made for it, too, requiring an extra processing chip in the cartridge to make these graphics run right. And do they? Well... We do have true polygonal 3D on the screen, but everything is cut down to allow the console to run it; lowered framerate and resolution, and the models are about as simple as can get, but IT WORKS. The more demanding parts of the game cut on those elements even furtther.

Starfox is the story of the Lylat System's Fox McCloud, who is sent on a mission with his colleagues Falco Lombardi, Peppy Hare and Slippy Toad (the latter of whom keeps getting into trouble and we hate him for it). The task is to deal with the ominous Dr. Andross, who has his sights on multi-planetary conquest. The gameplay involves shooting at threats by aiming at their red-and-yellow weak points. The boss battles are fairly impressive considering the technology.

The structure of the game is also quite odd, split into three routes of differing difficulty, letting you have a tailor-made experience based on what you think you can do. (Did I ever play any other set of levels than on Easy? Maybe I did try them, failed pitifully, and stayed in my lane. I was young, after all.) Top this off with two bonus levels, and you get something special. It always ends in a fight with Andross, and that pristine white polygonal face with bright eyes, spitting white bricks at your Arwing, is still to this day one of the most iconic sights in the franchise. I did defeat this guy.

Starfox secured a spot for itself in fans' hearts, and would only grow from there, though later entries in the franchise would experiment more with genre and tech (...not always to the best results, as the Starfix game on the Wii U can attest). We even recently got Starfox 2, finally "released" first on the Super NES Classic Edition, then later on the Switch. For what it's worth, I keep fond memories of that one, and it's one of those games I grew up with that I'd happily go back in a heartbeat to see if I can fare better... if I didn't already have a backlog of 230+ games to get through, that is...

October 6, 2024

Movie Review: The Substance


Christ, that's an intense one.

Doubt I'll be reviewing much in the way of horror stuff this month. So hey, I figured I'd do this one at least. I went to see it in theaters, and... well, I'll get to the review soon enough, right? I guess I can at least say how I came across this film directed by Coralie Fargeat, known for only one other film, Revenge, released in 2017.

Never caught a trailer, never saw an ad on the Internet, never even heard the name - until I saw a review of it by a YouTuber, The Horror Guru. The poster in the thumbnail was as laconic as can be, showing a bottle marked "ACTIVATOR" containing some green liquid. That, and the most nondescript name for a movie I ended up seeing. What's The Substance? I'll give it to the movie, a name like that will intrigue. You want to know just what it's referring to. So, you could say the movie got to me through online word-of-mouth and sheer curiosity.

And now I bestow that same knowledge onto you, with hopefully not too many spoilers in case you, too, get intrigued and want to check it out, but I warn you: This is a body horror film with notes of horror comedy and satire, so it's all kinds of fucked up.

The story

Elizabeth Sparkle (Demi Moore) was an actress with enough fame to get her own star on the Walk of Fame, but now that she's hit the age of 50, she has been relegated to leading the morning aerobics show. Still skilled? For sure, but the eyes of Hollywood have changed when looking at her. Even her boss Harvey (Dennis Quaid), the anthropomorphic personification of sleaze, is looking for excuses to push her out the door and find a younger instructor.

October 4, 2024

Quick Review: Youropa


Ooh, I’ve always wanted to visit Paris! Maybe not like that, though.

We're actually upside-down right now!
A creation of frecle released on June 27th, 2018, Youropa is about Paris tearing apart and taking to the skies. Our character, a humanoid white shape all covered in paint, finds itself in the ensuing mess, and must find its way around the floating pieces of land, while dealing with all the strange gravity-based happenings. The paint on your character is also its health bar, and you can see it fall away anytime it gets hurt, falls, or gets splashed with water.

We're gonna kick some balls. Hey, this IS set in Europe,
we just have to play football. (That's how they call soccer.)
Gravity is… strange. The direction of the character's gravity is entirely tied to the floor they’re walking on. If you moved from the ground to a wall thanks to a round floor, its gravity changes accordingly. If, however, you step off a ledge, you’ll become subject to normal gravity (read: pulled downwards), no matter what your current orientation is. If you’re upside-down? Part of the game is keeping in mind how gravity affects you relative to the world. Thankfully, you can press the mouse wheel to get a full view of the mass you’re on (and in which orientation you are – to know where “below” is), and to press the alt key to see a map of the game world and where to go next.

The chunks of Paris are lovely this time of year.

When it comes to abilities, all you can do at first is walk around. You gradually unlock new skills, like grabbing items or kicking them, both needed to solve later puzzles and defeat enemies. Midway into the game, our character learns to jump. Even later, they learn to run by holding down Shift. Further down the line, they finally can stick to walls in the middle of jumps.

Did anyone catch the number of the bus that
ran me over?
There are little touches that give the game some flavor; if you land after falling from too high, the character is dazed and regains consciousness by you clicking the mouse five times, shown around its head like circling birdies. You can change your character’s look while standing on spots that serve as spawn points; alternately, you can get splashed by paint from cans lying around. You can even pick up spray cans and paint statues or graffiti walls. Finally, every level contains three pink tape cassettes. It’s a bonus challenge to find them all. The Eiffel Tower area has ten of those.

Considering you die if the paint is completely washed off
your body... yeah, rain's bad!
I mentioned that the character’s health bar is represented by the paint on their body, which peels off as they get hurt; so yes, you can get a Game Over in this game, but all it does is that you reappear at the latest spawn point, the same you would have reappeared at if you had just fallen off the stage. If there isn’t a greater penalty for a Game Over than there is for losing health, why bother?

The game comes with a level editor, for which you unlock new pieces with every pink cassette you find, as well as a Challenge Mode that opens when you beat the story and reach the top of the Eiffel tower, putting Paris back together in one piece as a result.

There's also the occasional gameplay change, with
moments where we use cars, pogo sticks, bicycles...

Design away! (An "erase" button would have been nice.)
As far as puzzle platformers go, this is about as straightforward as it gets; its main issue is that in a genre oversaturated by gravity-based gameplay, Youropa struggles to set itself apart. It does so in the details – the inexplicable plot of having to reassemble a city and its most famous landmark, and the paint-based elements. The first hour is kinda dull, boiling down to walking around the maps as we lack every other skill, with only the pretty sights and the mind-screwy gravity to make it interesting. The camera often shifts on its own, which isn’t great; but it’s nice that we can look at a stage from afar to find new details. The bonus features and occasional changes in gameplay are pretty cool, too.

(To be honest, maybe I’m just burnt out on puzzle platformers after covering so many, but I don’t want that to reflect negatively on Youropa; it’s not the game’s fault.)

Youropa is available on Steam for 14.99$ USD. It’s also on Switch.

October 1, 2024

Movie Review: The Wild Robot


My God, what a gut punch.

I already had a hunch that I wanted to see The Wild Robot when I first caught its trailer before Pixar's Inside Out 2, this summer. Maybe I was in a different headspace, as Inside Out 2 didn't get me to shed a tear - maybe I was so busy with the themes and events in the Pixar film that it took me out a bit, and rewatching it later will unlock the emotion and I'll be a bawling mess. In comparison, the trailer for Dreamworks' painted CGI film about a robot adapting to the wilderness extracted tears from me right away.

Before getting into the review proper, can I say - I love the renaissance that CGI animated movies have been having lately? I get this impression that after a movie as nuts as Sony Pictures' Into the Spider-Verse showed what could be done by having multiple clashing art styles together in one movie, other studios took notice and began to experiment so that CGI movies could stand out, look different, feel different - BE different. The Mitchells VS The Machines, Puss in Boots: The Last Wish... I'm growing fond of "painted CGI", the technique where regular CGI animation is superposed with additional 2D effects to achieve something new.

The Wild Robot is a major example of the technique, painting over its animation to give it a watercolor feel, like we're watching actual paintings about nature. It's easily one of the most gorgeous animated films I've ever seen, a bold statement to make in a world where competition in that field is so fierce. As frequently happens for Dreamworks, this movie is an adaptation of a novel of the same name, written by Peter Brown and published in 2016. It's also very ambitious; as I watched it I couldn't shake that impression in my mind that Dreamworks were aiming for their own WALL-E, a sentiment reinforced by the first trailer for the film containing only one line of dialogue. It's a very gutsy move no matter the film, but in animation, it feels even moreso.


The story

A container with a robot inside is found by otters at the top of a waterfall on an island, and its occupant is activated by accident. The machine awakens and defines itself as ROZZUM unit 7134 (voiced by Lupita Nyong'o). Its purpose is to receive orders and do what it is told to do. (Since all material refers to the robot as female, so will I.) ROZZUM's first steps in nature are... eventful, to say the least. Yeah, you'd imagine the wildlife wouldn't be too keen on a machine, no matter how advanced, exploring their territory.

Increasingly upset by the lack of directives or orders, ROZZUM sits and spends some time (days? weeks? months? ...years???) in some kind of statis, studying the environment and the animals, eventually getting to the point where she can understand all of their animal talk. From here on, she understands them all, and so do we, as we see the events from her perspective; however, she's not any more accepted or with a purpose.

After she's chased by a large bear, ROZZUM falls on a nest, accidentally killing a goose and crushing all of the eggs but one. Her systems detect life within the shell. She protects the egg from predators, including a very persistent fox (Pedro Pascal). The egg later hatches and the teeny tiny runt gosling (Kit Connor) imprints on the robot, who doesn't know how to react to the adorable bird following her around. It is by talking with other animals about her situation that ROZZUM (who eventually adopts the name Roz for the sake of simplicity) is given a purpose: To care for the hatchling.

She names him Brightbill, and is given further goals: The little thing will have to migrate when fall comes. And for that, he needs to grow, be well-fed, learn to swim and, most importantly, learn to fly fror extended periods of time. Taking on the role of mother about as well as you'd imagine a robot would, Roz must make sure her child can take on the journey; she even gets unlikely help from Fink, the aforementioned fox, himself also an outcast on the island.

Through all this, there's also the mystery of Roz's origins... where she came from, why she was found on the island... she does have some way of contacting her makers so they can pick her up, but should she? And if she does, what will they do?

The review

Wow.

I think we might have the best animated film of 2024 here.

And considering I love damn near everything, that's no small statement to make.

The story is... admittedly, very little we haven't seen before. A robot discovering emotion? A robot taking care of a very young creature? A metaphor on parenthood? We can sit here and say "it's been done" all day, but what matters isn't that it's being done again, it's how it's being done. If you're telling a story with very common elements, be as creative and original about it as possible. Director Chris Sanders is no strangers to movies about family, having directed Lilo and Stitch for Disney, and How To Train Your Dragon and The Croods for Dreamworks.

Perhaps the best aspect relating to family in The Wild Robot isn't just about Roz becoming a mother to a little gosling, but the family she builds around herself, not just with Fink the fox, but also with the other animals of the island as they learn to accept her, and she returns that trust tenfold when the situation takes a turn for the dire.

I'll never stop singing the praises of this film's visuals. But everything here knocks it out of the park. The score by composer Kris Bowers is great. The humor is on point; I swear, I was frequently laughing through my tears. And, of course, as I said,  Putting aside the general themes, the script is interesting, and events happen at a logical pace. However, there IS a lot going on in the film, to the point where the 100 minutes are quite busy - perhaps a little too much so. There's a bit of a pacing issue as a result, but it's nothing that really breaks the enjoyment.

Joining the cast are Catherine O'Hara, Bill Nighy, Mark Hamill, Stephanie Hsu, Matt Berry and Ving Rhames.

I really don't know if there's anything else I could add, really; I usually ramble on for much longer, but that covers it all. Maybe I'm holding back so as to not spoil too much (though, in all fairness, the trailers do say a lot). If this film beats Disney or Pixar at the Oscars in the animation category/ies, it will be very well-deserved. This is the movie I'll be rooting for. I cannot recommend this one enough.