Blossom Tales is a competent but generally uninteresting take on the Zelda formula. The same beats you would expect are here, but they rarely feel satisfying.

The most interesting part might be overworld exploration, that while pretty simple can still be engaging, and there are a few side activities to explore that can add a bit of variety.

Dungeons are long linear streaks of singular room challenges that take the form of traversal trials, enemy encounters or a puzzle. This linear take removes any satisfaction of getting a new item as they are not really used to explore hidden corners you just passed and couldn't wait to explore.

While particularly not a bad game, the dungeon design greatly impacted my perception of the game, and I left it feeling mostly disappointed in the whole experience.

After being mostly disappointed with Runner 3, this return to roots was everything I wanted from the Bit.Trip Runner franchise.

Even though it is described as a remake of the original, it feels to me a bit more than that. They incorporated some concepts that were cut and basically created brand new levels for the game, it feels pretty new even if the visuals are mostly a reimagination of the setting.

The original levels are still recreated as bonus levels, and there are some more original levels based on other games of the Bit.Trip series. There is also a level creator but I haven't explored that side too much, I'm certain there will be great and then not so great levels.

I didn't expect much, but I ended up loving it. It feels like the sequel I wanted after 2, even if it is not all brand new and shiny.

There are concepts from Death Stranding that I think are really cool. AAA delivery simulator with connected community interaction seems like a good base for something, and clearly a lot of people resonated with it.

As for myself, I'm really not a fan of stealth and every section with BTs is just frustrating. I also cannot muster much interest in the story, the world situation is somewhat intriguing but I feel like if I'm going to get anything out of this I have to stick with it until the end, and I really don't feel like putting in the time on something I'm barely enjoying.

Team Asano has been carrying the torch of turn based RPGs at Square Enix for some time, and with Octopath Traveler II they continue their excellence with a unique combat system that evolves what the original done and spins it in even more curious directions.

Each character has, beyond their classes, unique traits and skills that not only you can exploit in battle but are actually woven in their storylines and sometimes to great effect in their boss battles. There are some truly magical moments where gameplay and storytelling merge to deliver some unforgettable setpieces.

I still struggle with juggling all characters and classes, I wish there was an easier way to keep the party caught up on levels. The equipment already helps with stats, but you still need job points for skills and in general the "secondary" members you chose always seem to be lagging behind in some way.

Octopath Traveler II is a sequel that improves the original in every way, and while superficially it might seem similar, it manages to be unique and bring surprising ideas to change your strategies and deliver a great story.

At first I imagined a game about 5x5 grids would be quite boring for picross veterans, but I was wildly surprised by how much they can make such tiny puzzles feel interesting.

Picross X trades the laid back puzzle solving for a fast paced action marathon of solving little squares and it works. I played with touch controls and I feel like it is necessary for the optimal experience, playing with buttons feels clunky and slow. The game adapts itself to each control scheme, but touch controls are definitely the most fun way of playing.

Over time the luster does fade a bit, even with all the variety in gimmicks it feels like you have seen too much of everything. This doesn't erase the achievement of creating a fun action version of Picross, and I really enjoyed my time with it.

Cocoon is a beautifully weird adventure with nice puzzles but most importantly, it knows when to show off and make an impact.

Overall I don't think the game is particularly challenging if you are used to puzzle games, but the ideas are certainly unique, and the presentation makes sure the moment something cool happens you can feel the surprise.

There is one mechanic (the purple orb) that feels a bit disconnected from the whole, but it was still cool in the section it happens. The boss fights were very fun and also have their own unique ideas. Overall, a really wonderful journey.

After completely giving up on Bayonetta 3, I can't believe how much I like this game. I was skeptical about how deep the game was, being a full release from Platinum so soon after the last game, but it proved to be an excellent title that I'd say is a better entry in the series than the "mainline" offer.

The combat and dynamics between Cereza and Cheshire are just so satisfying to pull off, it might not have the mechanical complexity of pressing a bunch of buttons to combo, but it has the rewarding experience of pulling off the synergy between the two.

Exploration is serviceable but if I have complaints they are mostly related to this. The map sometimes is useless and the game doesn't have many rewards asides from points for your skill tree, but sightseeing is also its own reward because the game is a treat to look at.

Bayonetta Origins is Platinum at its best. The visuals are amazing and the Switch can handle the game beautifully. The gameplay is solid, you can feel each hit in the action, and there are the classic big set pieces. Put everything together and the end result is a marvelous whimsical journey.

As the name implies, a short but sweet story with light puzzles. Not much to add, if you enjoy the premise it is a great two hours of going around helping cute animals.

I'm not extremely nostalgic over the old school games that inspired Vengeful Guardian: Moonrider, but I had a great time with the game, which might be due to the fact that it is not as difficult as most of the classic games like it.

The presentation is amazing, incredible pixel art (I strongly recommend using the CRT filter), the movement is snappy and fluid and you'll be running and slashing to some good tunes too.

I struggled a bit at the start getting used to the movement and not having many of the extra upgrades, but once I got a few stages in I felt my mastery, and some very powerful abilities, made some encounters a bit too easy. Although the feeling of getting powerful is also a positive, I wonder if some situations could have been better balanced (of note, I think the water stage is generally very difficult but has the easiest boss).

While I enjoy the easier difficult curve, I feel some more passionate about the games that inspired this might be left wanting it to be a tad harder, but pushing for higher ranks can possibly evoke a similar sense of challenge.

The game in the current state feels like a prototype. Even putting aside the performance issues, it feels like they created a system but struggled to create a compelling structure around it.

There is some good though, as with other Forza games driving feels really good, and the Rivals (time trial) mode is a great step up from the Horizon games at least.

The car experience and car point system is not inherently bad in my opinion, but the Builders Cup mode, what is basically the campaign, just doesn't really work with the system. If you start on a fresh car it feels like you don't earn enough levels or points to really build your car, and if you start with a leveled up car, the practice rounds are basically useless. I think they need a big revamp of the system to actually make you feel like you are building the car, and to make practice feel interesting. I would prefer more of a qualifier than the practice and I also dislike the "challenge the grid" system.

I don't care about online multiplayer, but I generally enjoy spending time in Rivals, the Builders Cup is not a great career mode and the game needs some big fixes on PC. I think the game can be OK in a few months, but it will take a lot of effort to make it great.

Still the perfect transition of 2D Metroid in a 3D environment I remembered playing in the GameCube days.

The scan visor adds so much to the game. Getting to notice secrets in the environment, learning about how Space Pirates and Chozo dealt with Phazon, how Samus presence is acknowledged by the Pirates, a lot of world building that you receive naturally and enhances your perception of events.

And mentioning the world, one of my favorite sections is revisiting the crashed frigate, it makes the game feel more believable in a sense. That ship that was just in the intro above the planet is now there, crashed and flooded, and you really followed the signal to get where you are. The same feeling also applies to seeing the crater during the elevators in Phazon Mines, there are a lot of interesting details you can absorb from the environment.

Also love the new coat of paint, it feels great that it basically is just like what you remembered it looking like. They clearly put a lot of care in updating everything without losing the vibes of the original.

Super Mario Bros. Wonder is a delightful take on 2D Mario, but as a couch co-op first player, I can't help but feel like it is a small step down from New Super Mario Bros. Wii and U.

Getting the worst out of the way first, the camera following the crown player is just terrible. I've never had problems playing Mario titles co-op with my brother, but with Wonder it was hard to have a play session when we did not curse the camera at least once, sometimes much more. It is also not the funny kind of problems collision had before, they are just plain irritating situations. Aside from the camera I'd say some stages also don't really bother trying to fit more than one player, and on these stages the problem with the camera is usually worse.

With that aside, the game really shines with its implementation of the online ghosts, the matchmaking is impressive and the ghosts not only helping with revives but also pointing secret exits and blocks is just really well done, it feels made for this style of multiplayer instead of the simultaneous couch play.

The wonder effects are a mixed bag of cool and whatever. I have only really used one badge and I feel like they are massively underutilized. The badges actually make me want some kind of Metroidvania game for Mario.

Overall, I'm one of the weirdos that prefers the New games over Wonder. I think stages are better structured and co-op was much better. Wonder has an amazing presentation, but it feels like just the foundation for greater games in the future.

I think I need more time and a full solo playthrough to really understand my feelings with Remnant 2. I'll probably update or write another review later, but in summary, really fun to play, but I felt like I wasn't getting as much cool stuff to play with just going through the campaign once.

And then here I have to add that because of playing co-op, I haven't dedicated nearly as much time to absorbing the lore of every 10+ page book scattered about, so it definitely had an impact, more solid thoughts to come after I finish it solo. Will also probably replay it multiple times because, weirdly enough, it is the most fun part.

This one is hard to review. It is probably one of the best farming games I played, but at the same time it sabotages itself in multiple ways.

Most notable of all, if you are interested in characters and relationships in these games, this one is not for you. Characters barely have unique dialogue, they repeat some tips constantly, it is clear the budget went to other aspects of the game. It hurts more because some characters are really lovely designed, but there isn't really much to this aspect.

The farming stuff is really well done, and the crafting related systems are also greatly incorporated in your daily routine. The flower breeding is one of my favorite features, and it is rewarding to get new dyes after collecting a variety of species.

I think the game does stumble a bit at the start, focusing too much on the first dungeon, before truly opening up possibilities for the player. But after that I felt the pace at which I got to explore new stuff was great, and getting more magical stuff mixed in help bring out the uniqueness of the game.

I feel like while the game can be a lot of fun, it might be more fun a few months from now. At the moment I think the game is good, but it really needs some fixes and tweaks to become great, and it has the potential to be really great, it just needs an extra push.

[Note: I played it all solo and don't have much insight about the multiplayer features, but it was still great playing alone]

Incredibly beautiful adventure with some light puzzles. I think it falls into the same traps of this style of game with sometimes very precise timing in simple scenarios that make deaths more frustrating than they should feel. I still enjoyed the puzzles and little moments that add life to characters and world.