It really shows how they were just learning how to make a fully 3D rendered action game. Good action combat with some charming moments here and there. Also bad camera controls and backtracking. It still manages to be a fun game somehow, though.

Also, please, get rid of the platforming and the Gummi Ship sections ASAP.

Great in every aspect. A masterclass in game design. Pure joy from start to finish. This is The Legend of Zelda.

A thematically unusual and esotherical Zelda adventure, with a charming little world full of charisma. If you can deal with some tiresome dungeons and game design choices that haven't aged that well, you'll have a good time with this one.

A cool beat'em up, very fun to just mindlessly press buttons and kill lots of enemies. It overstays its welcome sometimes (lots of repetitive missions that unnecessarily lenghten the game), but a good game nonetheless. Also great 3D models.

A compact and thrilling beat'em up for the 3DS. I've had so much fun with this, this is such a fun game. Play this. (Really!)

Archaic without a guide. Good with a guide. If you don't love The Legend of Zelda, don't play this.

The most uninspired Mario game I've ever played. Generic worlds, mediocre level designs, utterly bad and gimmicky power-ups (yeah, I'm looking at you Mini and Giant Mario), poorly aged graphics. This is what Mario would look like if it was made yearly.

This is a great game. Really enjoyed the QoL aspects that it brought to the table, like the essence fusions mechanics, which led me to experimentate more with demon fusions, the warp points, easy access to HP/MP recovery, made it all less frustating and a more comfortable experience. Miracles are kind of the Magatamas in this game and they work differently, more like purchasable attributes with in-game currency (obtained through side quests, events and some special chests). This improved the MC's customization a lot and I really enjoy it.

It was also really nice to see the demons on their "natural habitats", truly belonging to the envinroments they were found on, like Mermaids near lakes and Jack Frosts near big refrigerators. The demons also frequently behave accordingly to their species, Bicorns, as an example, run around in high speed on wide, open spaces. This is how you'd expect a horse to behave, right? This was a neat addition that made enemies in the overworld not just a bunch of simple walking cycles just waiting for the player to engage into battle.

The story is nothing amazing, but it is decent enough, we've also got some cool characters here and there, but the narrative in SMT games never was the main focus for me at least, so it didn't bother me enough for it to be detrimental to the overall experience. Most of SMT's narrative appeal comes from its themes and setting for me, and these aspects are done very competently by SMT V. We got some cool songs too,
very reminiscent of SMT IV's soundtrack (they were done by the same composer), which can be positive and negative if you did enjoy it. I think it was nice enough.

But yeah, what makes this game a 4.5/5 for me is obviously its battle system, it's so addicting. Say all you want, but I just enjoy the "matching game" of weaknesses and resistances a lot (+ press turn), it's such a fun mechanic and it never gets old to me. We got some mostly appreciated new balancing in this game such as making light and dark spells more than RNG instakill spells, transforming then into regular elements, which personally made me very inclined to try out demons that specialize on those; Buffs and debuffs are nerfed, things like abusing Tetrakarn and Makarakarn like I used to in SMT IV didn't work as well because they don't cover the whole party anymore, protecting only 1 party member per turn. The buffs and debuffs that cover all party members are still present, but they're only made available later in the game, which was a nice balancing touch.

Aside from that, allied with the usual Press Turn system, I found that the new Magatsuhi system, which mechanically translates to a special attack that you and your enemies can use once a certain quantity of Magatsuhi (a special "energy" measured by a bar on the player side) is acquired. This what dictated most of the boss battles, because failing to manage your party members to adequately respond to a boss' Magatsuhi turn WILL most likely wipe out your entire party, but abusing the Magatushi system can make your party unstoppable too: I could easily kill bosses just using the MC's regular Magatsuhi skill, that made every attack a critical, which means that I could attack 8 times before my opponent did.

This is overall a great game, with lots of customization, flexible party building and an addicting combat system. Recommended to any RPG fan.