I really really loved the exploration in there, although the world might actually be TOO big; there were multiple times were I got bored of the game and stopped playing for a few weeks. I especially loved the big dungeons like Stormveil Castle, Raya Lucaria, or Miquella's Haligtree.
I played the whole game with sword/shield and I had fun, even more at some endgame bosses like Mohg, Malenia, or Radagon; But I think I still prefer Sekiro's gameplay, which is the only other FromSoft game I've played. I get the appeal of letting the player choose their own build and style, but I often feel overwhelmed when there's many options like classes, weapons, skills ...
While the world is beautiful and feels carefully handcrafted, it still suffers from classic openworld problems : having the same points of interest copypasted multiple times with slight variations and scattered across the map, fighting the same ten minibosses in catacombs and caves ...
Speaking of openworld, I don't know if this is a hot take or not but I feel like it's really not perfect for these kinds of games with hard bosses with patterns to learn. I thought a lot about the balancing of the game during my playthrough : I never farmed EXP, but there was a whole part of the game where I was clearly overpowered. And when the game became hard again, I kept wondering whenever I struggled against a boss if I needed to just get good or if I was literally underpowered. These things don't really happen in a more linear game.
Overall I really really enjoyed this game, but reading about this actually being a revolution, I just don't see it. It's """"just"""" a very great game to me

2022

This review contains spoilers

Knew nothing about the game and I was baffled.
So it's a very cool Zelda 1-like where you are just thrown in there and you must figure out what to do by yourself. Loved the inclusion of an old-school manual being it's own ingame thing, full of secrets if you look at it closely ( I actually spent a few hours trying to decipher the made-up language (did not succeed) ); And that feeling when you discover an ability you had since the very beginning but you didn't know because you just never tried it. The world ends up being very coherent, and overall it's a game that makes you feel very intelligent haha.
The second third of the game was a bit less interesting, more classing item-dungeon-boss, and the bosses are really not the best aspect of the game imo.
But in the final act there's this new mechanic à la The Witness and the game becomes incredible again.
(The ost is also really good, and the main artwork for the game was drawn by Aurahack and that makes me very happy to know that you can draw big tiddies online and still get some non-NSFW jobs haha)

This game hypnothised me.
It's not a basic simulator like we used to see a lot imo. I think it actually has great feedback and even level-design, splitting the surface to clean into a lot of smaller items, each having their own "health".
Also has a fun story, being a pretext to clean even more stupider stuff. DLCs are very fun in that regard too

My favorite game in the series up to this point.
I was really involved in the story for once (the japanese intro helped a lot haha), loved the themes explored. That change of tone (vacation vibe, casual slice of life quests, spending time with the kids) felt great, and I love the overall mood of those early hours roaming through Ryukyu. I really enjoyed some particular sidequests, such as the murder mystery or the whole reaper storyline. Also Rikiya my beloved.
I've heard of people having a problem with the gameplay in this opus, but I didn't see it (I guess it's because I've never been necessarily fan of the combat system).
The pacing of the game felt a bit off because of the sidequests, I think they give you access to too many at once, and I have this problem of wanting to see everything there is to see so I make sure to do every quest possible before following the main mission ...
Also as I've played the Kiwamis before, and not the original first two games, I now see how the remakes were a bit lazy in some parts. The passer-by NPCs seemed to have much more diversity, and they didn't really took the time to rebuild Kamurocho in the way it was supposed to look at the time of the game.

This review contains spoilers

A bit short and a bit easy, but a fun pikmin game. A nice way to start with the series I'd say.
The environnements look very pretty in HD, and the rainy days are a nice addition. Collecting fruits feels like a logical follow-up to the previous games, and seeing the juice flowing at the end of each day is kinda satisfying. Also it's nice to see Olimar and Louie again, and the whole misunderstanding surrounding them was fun.
Gameplay-wise, the two new pikmin types are nice; having three captains works quite well and is better implemented than in Pikmin 2. Locking the camera on the ennemy can be pretty useful, but the "charge" is not as practical as the "swarm" mechanic (although I've heard they changed it a bit in the deluxe version).
Also the lack of Piklopedia is sad. The game has quite the bestiary and they're all so well rendered, I would have love to have a place to watch them do their life and learn about them and about this world. The creatures just feel less important here ...

When we got the first trailer for this title I already had mixed feelings about it. On one hand : I was very excited to see what could basically be BotW's Majora's Mask, a new adventure in a new world made by reusing assets but with a darker tone and unique mechanics. On the other hand : I was very afraid of the game just straight up reusing the same map, as it would have no interest to me in a game based on exploration; and well you all know what the game ended up being.
The first 5~ hours of the game was when I had the most fun, roaming through the Great Sky Island, discovering Link's new abilities, admiring the beautiful visuals ... It truly felt like Breath of the Wild 2. But that sensation quickly goes away as I reach Hyrule : nothing really changed apart from a few rocks that fell here and there ; new ennemies are cool but once again there are just a few and you'll see the same in different colors wherever you go, same goes for the caves ; Bosses are actually different from one another this time but the dungeons are very very basic ; Sky islands are very disappointing as they all look extremely similar and none of the archipelago can equal the Great Sky Island in term of level design ; the depths look scary and mysterious when you first go in but you quickly realise that they're quite empty ; 60% of the shrines are fucking Rauru's Blessing please let me have puzzles, let me use the abilities aaaaaaaa
So yeah I have a lot of problem with this game but out of all that what annoys me the most is the exploration and level-design.
Exploration, because it's the same world as in botw really, and I'm pretty sure I've already explored it quite well 5 years ago and I have a pretty good memory. And as I consider the exploration to be kinda the whole point of the game, it obviously becomes way less interesting as I'm not discovering anything.
Level-design, because BotW's world was not specifically designed for Link's new abilities in TotK, as opposed to the Great Sky Island where you actually HAVE to make constructions and vehicules to overcome the map, and it really feels like an environmental puzzle. When I reached Hyrule, I never once felt that I needed to make construction to move around, especially at the beginning of the game when you don't have much devices. (This is partly my fault as I'm not a very creative individual, but still I didn't felt that "call to creativity" reviews were talking about.)
The story is pretty cool, the new mechanics are cool, and BotW's qualities are still here. It's not a bad game, because BotW is not a bad game. But to me it kinda just is BotW ... I would have love to explore a world truly and fully designed with this game's mechanics in mind.

This review contains spoilers

The gameplay was very fun in this one ! Having four characters, each with their own fighting style was quite refreshing, and even Kamurocho fonctions a bit differently for each one of them.
But while I enjoyed the characters themselves, the story didn't really make it for me ... The first part felt really weird because of the relation between Akiyama and "Lily", and overall I felt lost multiple times (like that moment near the end when everyone starts shooting and betraying each other felt a bit stupid). My favorite part was Saejima's because I've been wanting to meet this guy ever since 0, and he just kinda felt like the main character here.
Also not too fan of how murder is portrayed in this game ? Cause on one hand you have Saejima who killed 18 guys at once and had to carry this burden for 25 years but in the end he didn't kill anyone because I guess you can't really make a main character a killer. And on the other hand Yasuko killed multiple persons we don't know anything about and it's kinda adressed in a casual way idk

This review contains spoilers

Crazy murder mystery that's very engaging and full of twists, charming characters, and a unique gameplay with a lot of new ideas every chapter. Didn't know anything about the game other than it was made by Shu Takumi, and oh boy I was in for a ride !
It very clearly has that Ace Attorney vibe to it, in the characters and designs, the writing and humor, and the amazing soundtrack too.
Like I said I really enjoyed the story. I think the pacing was particularly good (it's a short game and it's probably better that way), the characters are really well written imo; and there's this trope that I like of having a big event that happened in the past that had a big impact on the story and you keep getting back to it with each time a new perspective on it (and in the finale you're actually replaying this scene so it's really the best way to do this trope !)
Also the game ends up being a love letter to our pets and idk that's very sweet, and it's refreshing for a story like that.

I was so happy for this game to even just exist, I was not expecting it to be that good and yet it truly is ! And that's crazy to me.
The new camera angles, and the presence of Oatchi really makes the game feel different. The way they segmented the progression feels natural, having a shorter than 100 number of pikmins was never a problem. There are a few little tweaks and QoL adjustements to the gameplay and controls : still a bit sad that we don't have the simple joy of aiming at things anymore, but joycons are not wiimotes and I guess they made the controls work well for the switch. Also I was a bit scared about something before reaching the "postgame", but in the end all the pikmin types really have their time to shine.
The levels are all beautiful and great and well designed ( I particularely liked the seaside and the house ), same goes for the caves and Dandori stuff ( I really like how they implemented the whole dandori idea into the story ). And there's just tons of stuff to do, this game is crazy generous, I was not expecting to have a little Pikmin 1 inside my Pikmin 2 !
What I enjoyed less was the story I guess. I really like Pikmin lore and I was expecting to get more info about the whole water/plasm wraith thing, or about why the crashes happen since this is what the previous games seemed to lead to, and they made it pretty clear that it was an actual thing with the ~50 casteways here. But we got dogs lore, and not even a lot but I guess that's how Pikmin has always been ... Also having followed the adventures of Olimar and Louie for 3 games now, I am a bit angry that this fourth episode seems to actually be some kind of reboot; and I just don't like alternate timelines in general.
I could do nitpicking about a lot of other stuff. I'm not too fan of the new art direction for example, I prefer when Pikmin was more alien with just little remnants of our civilization, instead of "what is happening in your garden". And overall, I think the world, soundtrack, and mood of Pikmin 2 had more charm; but I know that this is strongly tied to nostalgia because Pikmin 2 really is the game of my childhood. I'm just so happy that Pikmin is still alive and in such a good shape, and now everyone is praising it !

I played Celeste recently and kinda became a Lena Raine fan, so I checked her other works, and I listened to the Chicory soundtrack and I just had to play this game.

It took me a bit of time to really get into it. While the game never tells you to do so, I felt obligated to fully color every screen, and as an artist it felt more like work than playing a videogame. Tho it quickly became a joy to paint this world. Having a limited palette of colors specific to each area is a very good idea to force you to experiment; same with the art pieces you can makes or reproduce throughout the game.

What really got me is the story and characters. I played this game during a depressive episode I'm still not out of, and the game just put words and images on a lot of stuff and it feels good. I see myself a lot in both Chicory and Fruits (my character) and I kept thinking "woah they made a game about me !" (as must have thought every other artist playing this game haha) It all hits very close to home.
Same for the soundtrack actually. I think I noticed a lot of inspirations from games I know too. Even if these are not actual references, all of this made me feel closer to this game and the people who made it.

Overall I think Chicory helped me a lot, to improve as an artist, and just to feel better, and I have no doubt it will help me a lot in the future too.
Now I just wished I didn't listen to the soundtrack before playing the game. I would have cried like a baby if I got to listen to "The Mountain Top" for the first time during the credits.

Amazing sequel that keeps everything great from the first game : beautiful pixelart, very satisfying gore animations, fascinating lore and world ...
And it just adds more. There's even more customization possibilities ; the 3 different weapons work really well as different playstyles, and each of them having their own plateforming abilities makes for great puzzles ; speaking of plateforming, this aspect has been clearly polished since the first game, it's way more enjoyable and there's no collision problems anymore ; the dungeons have their own mechanics and unique sequences, and the map structure is great, feels even more like a metroidvania ( too bad the second half of the game is way more linear, this really felt like a step back from the first game)
I guess it just felt a bit short ? Because the first game got a lot of free DLC, it had a lot of secret bosses and challenges, new game + ... Feels weird to finish Blasphemous 2 and that's just it.
(Also as I'm writing this, 1 week after launch, there are quite a lot of small visual bugs)

Clearly the most ambitious game in the series. Loved every of the fives part, each character's "side story" was fun and felt appropriate for them.
The game is v e r y generous in terms of different activites and gameplays and overall content, but on the other side it feels a bit rough on the edges and unpolished at times.
Story-wise, I was emotionally very involved. The theme of dreams hits close to home and was very well handled, from Shinada's own little independant story, to Kiryu and Haruka whom I've been following for years ingame now. (A bit sad that Akiyama doesn't really get developement and acts more as support for Haruka's story)
The more I progress through the series, the more I realize how great 0 was, and how good it must feel to play it now after 5 instead of starting with it.

Actually feels like a New Super Mario Bros. game (haha)
What struck me the most is the art direction ! The game truely is gorgeous, the animations of the characters and ennemies are wholesome and full of personnality. The creature design is really on point too.
( The variety in ennemies and the little twists in the design of classic mario worlds actually kinda made me think of the rpg games, to some extend ? )

There's a ton of ideas and levels are quite short, so the game is never boring. It's cool to see how they've been inspired by levels created in Mario Maker. But at it's core it still is a Mario Bros. game, which gives it it's identity but also makes it a little bit old school imo.
Also, with how each level has it's own idea (including transformations), I feel like the powerups could have been used differently. Same goes for the badges, that are not really that usefull aside from the levels specifically designed for them.

Overall the best 2D Mario game in a long time, with a strong identity. + the production conditions were particularly good this time apparently. Let's hope it all is not just a one time thing.

Also the talking flowers ARE fun

I'm having such a great time following these stupid/lovable characters, combats are super fun, and it really does feel like I'm experiencing my own unique playthrough BUT the game is frustrating in many instances.

At first, the more I played the more I realized how much freedom I had and how many different approaches I could take to face 1 situation ;
but after that point, the more I played the more I realized how restrained I still was, especially in dialogues, because it's still just a video-game and I'm not actually playing with a human being in front of me.

Same for the dice rolls. I can see how it could add fun to an actual DnD game with friends, but here it just feels restrictive. Add to this the fact that some insignificant dialogue options can immediately lead to a fight to the death and this kind of stuff, it really feels like you're playing with the worst dungeon master sometimes. It all breaks the immersion, and it's so easy to just reload your save file so ...

Technically speaking too, while the game can look beautiful it just struggles a lot to load all the assets in time, from textures to animations. Loading screens are already pretty long as they are, but you still have to wait after that for everything to load properly. (tho you could argue that I just have a shit pc)

All that being said, I do love the game a lot. Might even do more playthroughs after that.
I'll really really miss Shadowheart my beloved ...