Instead of giving you a main quest line, Baldo gives you several at once and let’s you guess which one’s possible with the abilities you have right now. But Baldo has crises of design and difficulty. This could and should have been a Link-beater. Holy Miyazaki, all of the ingredients are here. The main dungeons are locked behind a sub-dungeon, which are locked behind a sub-sub-dungeon, and Baldo would put you through a dungeon to complete a ‘cat up a tree’ quest if it could. End to end, Rodia takes a good thirty minutes to cross, but you’ll take a while to get to that position: you’ll be blocked by the usual Metroidvania gubbins and an impossibly large number of dungeons. Baldo is flipping massive, like an early Legend of Zelda game that’s got hold of a Breath of the Wild strategy guide and decided that it likes the look of its map. There isn’t much wrong with the amount of content, either. The same goes with the soundtrack, which feels like a bunch of Howard Shore’s offcuts from The Lord of the Rings soundtrack. Again, a small caveat that areas tended toward darkness more than we would have liked (making it hard to pick out items to use), but Rodia is a kingdom dense with detail, often vibrant, and it absolutely looks like a game that took fifteen years to create. The world looks and sounds astounding too.
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