This review contains spoilers

I shouldn't be surprised at how good it is, considering how highly regarded it is, and how I didn't really enjoy it all THAT much. I think it's down to how Mario games are generally fun and accessible, but games from 1988 are NEVER accessible (Super Mario Bros 3 largely included), so it just doesn't work as it should.
But it's still good though.
I've always known what happens in Super Mario World before I played it, and the same for the original Super Mario Bros, but I actually didn't really know what to expect beyond the first few levels. I certainly wasn't expecting Mario to receive a letter from Bowser saying "Yo!" before Mario goes to Hell, so that was a welcome surprise.
Also yeah I used rewind so there's that.

Very interesting. It would be a much lesser experience without anticipating the second playthrough having audio, so not advertising that was probably a mistake, but the format actually works quite well. On my first playthrough, I thought that it was either not making good use of the silence aspect, or it was abusing it so much that it didn't look that way, but I now think it was fine. There's a lot of things that are easy to miss, but none of them feel like cheap trickery.
In the silent playthrough, it feels less like a glimpse of what it's like to be a deaf person, and more what it's like to be deaf without the experiences of a deaf person (such as with how sign language isn't subtitled). As a result, I don't think it's true (as has been said) that it makes it look like deaf people don't understand what's going on (especially since the protagonist does appear to know what's going on), but rather that things are a lot more difficult.
The playthrough with audio is a lot more original than might be expected, though it's a pity that by the time you reach parts in the second playthrough, the questions you may have had in the first playthrough are very possibly forgotten. If it was a bit shorter, a third playthrough before the final version could've been interesting (to try and piece together things once more), but it's not really worthwhile.
It also looks very nice graphically, though the transitions between animations in gameplay are a lot less smooth than most cinematic games. The transitions between different types of cutscenes and gameplay are very smooth though.
Also the combat is fun, it's very linear and it fulfils the same kind of role as QTEs. I played it on the easy difficulty but died quite a few times, though it's very doable.
Also worth noting that if it wasn't for the audio stuff, it would be fairly normal. Some of the writing's quite cringe (and it's nice that the first playthrough spares you from that) and a lot of it's general lowbrow action film stuff. If it was only the version with audio, it'd be neither terrible nor worthwhile. But the fun comes from creating a mystery based on allowing the user to raise their own questions, with the answers clearly and fairly provided later.

There's some interesting parts, and it's structure is much better than the previous entries. But it's ridiculously impossible.

Significantly better than the first two.

Very, very good. I definitely need to play more playable text adventures like this (I get the feeling that very, very few will be on the same level though)

Very, very beautiful. I didn't like the gameplay at first, but I warmed up to it over my first playthrough. I'll play it a bit more but it comes with the unavoidable downside of using up several GB of storage, so I don't think it will survive on my Switch much longer. Far from a bad game though.

Surprisingly fun for such a tie-in game.
I like how they have the plot point about getting past alligators by making them laugh, then later on you just get alligator enemies that you kill to get past.
Quite short and easy, but that's better than short and extremely hard and unfair and hellish, like the Garfield Gets Real game. It also beats Gets Real by having some really nice looking sprites (compared to (possibly appropriately) ugly 3D models).
I wish they hadn't cancelled the Pet Force game. It's safe to say it wouldn't have been incredible, but it could've been interesting.

Feels oddly realistic? Wouldn't want to attempt it without save states.

It's like the original Kid Dracula but good, except that the first already was really good.
A bit difficult at parts, though I think using save states (but only at checkpoints, so it's like infinite lives) makes it much more fun.
Unfortunately the difficulty's increase towards the end feels mostly unfair (another point in favour of save states here), and there's a lot of platforming traps you can be fated into before you even see them, but it's still one of the greatest games out there.

Severely underappreciated in the West.
At the start, the gameplay is really fun, some of the best I've played from a NES game. But as the difficulty increases, it becomes infinitely more annoying to play. On the first few stages, the infinite continues (and no intralevel checkpoints) worked really nicely, then it felt like actually it would be nice to have a checkpoint at each door, and then it felt like there was nothing that could be done to make it fair. Though I did use save states, especially later on, so I don't know exactly what it's like without them.
The "Garfield" elements here are almost non-existent, other than the presence of characters (and some vague thematic similarities like it taking place in locations including a house, plus eternal suffering). Characters exhibit no familiar traits so they still don't even contribute much there.
It seems too obvious to be a glitch (though reasonably it must be?) but the fish collectable is quite useful. Usually, it detracts health, but if it would be enough to kill you, it instead completely fills the health bar. And it's fairly doable to use or exploit this throughout (even easier if you use save states). It adds an interesting element where if your health gets too low, it might be most efficient to get it low enough, and then search out a fish bone to fill it up again.
And it's elements like this that really make gameplay interesting. Being able to look around for items adds some interesting survival elements, where you can choose to aim to fill up on health / ammo, or you can try and rush on before more enemies spawn. The multiple weapon types work well too, and it's nice cycling through them quickly (compared to something like the Mega Man pause interface). It's nothing too complicated, but its simplicity works in its favour.
I think it controls nicely too, and if the enemies were more forgiving then it could've been a really nice game.
The difficulty really brings the whole thing down significantly though.
Also I liked the progression from "knife throwing boss" to "apple throwing boss" to "knife throwing boss" again.

Delightfully linear, and fast paced. A lot of it seemed a little ridiculous, but it was constantly fun and engaging so it's a good experience. I hope they make Still Life 3 where you get to see Gus die a horrible death though unless that happens in 2 but it probably doesn't anyway I think he's probably old by that point so it's not really bad and I don't like Gus much anyway he's probably my least favourite adventure game protagonist.

Absolutely horrible, but its horribleness is so fitting that I love it.

The boldness in direction of an indie game with the budget of an inindie game. Awesome.