Incredible start for a new arc in the series, and a true comeback after the uneven quality of the Erebonia arc.

What I liked:

+ Van Arkride is a fantastic MC, the main cast is great!
He has an edge to him while maintaining a sense of playfulness and compassion towards the people who surround him. Really hard to not cheer for Van as the story goes on.
The main cast is full of personality and chemistry with each other, and they complement Van perfectly as a team.

+ Calvard as a setting.
Calvard gives the writers an opportunity to touch on many interesting themes that have direct relation with real world issues. I think they did a good job on making the setting feel unique compared to other parts of the Zemurian continent, with some great political tension in the backdrop as always. Gotta praise the quality of the NPCs too!

+ The story is emotionally poignant and extremely rewarding for series veterans

Not gonna expand on this at all - just know I really loved the story overall and how it concluded.

+ Actually threatening villains
Given the focus on a more "mature" story, the stakes of the plot got increased as well, which resulted in a cast of villain that actually mean business - it was honestly refreshing to see actual palpable repercussions happening.
The main villain here is easily on the top tier of best villains in the franchise. It's impossible to get to the end of this game without hating his guts, which is all I've been asking from a villain in this series for a long time.

+ The alignment system is a fun gimmick
There isn't really any groundbreaking decisions that massively affect the direction of the main story, but the alignment choices provides another layer of role playing that makes the playthroughs feel more distinct than in past Trails games, even if just a little.

+ The combat system feels fresh!
I love the traditional Trails battle system, but it was about time to change things up. Kuro introduces a new flow to the battle system, with the field attacks being more involved than before. I liked how the shard skill system worked - it made building characters even more interesting.

+ The music is good (somewhat)
There's a good amount of excellent tracks in this game. Nothing on the same level as some of the past installments in the series, but I still put it as a overall W for the game.

What I didn't like:

- Chapter 3 as a whole
Not gonna expand on this as well, but it's an unfortunate stumble in a game that's overall very well written.

- Some old problems still persist to an extent
Some parts of the game feel padded/bloated in a way that didn't really feel necessary.

- Combat system has some rough edges
Not a big deal, but I really don't like how they chose to represent the turn timeline here in comparison to the older battle system - doesn't feel as intuitive visually. The lack of S-craft cut-ins is unfortunate as well, I miss them!

- The music feels uneven in some places
Boss Themes have never been worse in the series, except a few ones. There's also no effort in building a "motif" for the game, so the soundtrack ends up feeling like a collection of music that doesn't really speak with each other.

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Overall, I can't recommend this game enough if you like this series, or if you're a newcomer who wants to jump in (even tho some of the references will confuse you). Can't wait to play Kuro 2 someday!

Digital Digimon Saga
Digimon Story: Cyber Sleuth is a fantastic monster-raising RPG with some surprising qualities.
THE GOOD:
+ Simple and engaging combat system
The combat system flows really well. The dynamic of attributes / elements is easy to understand and provides enough depth to maintain the battles fresh throughout the game.
+ Extremely addictive gameplay loop
Raising your Digimon's just feel so rewarding - there's always a new evolution to look forward to, and the way the digivolutions/de-digivolutions are structured makes experimentation in team building really easy to achieve.
+ The story is... really good?!
Really well crafted narrative full of interesting twists, clever foreshadowing, engaging character arcs and a very, very satisfying ending.
+ Great presentation, from visuals to the sounds
Originally developed for the PSVita, Cyber Sleuth punchs above its weight using sheer artstyle - I love the look of the UI in general, the visual design of the dungeons. The Digimons are also brought to life really well in the 3D models, maintaining the charisma from the 2D animation.

Masafumi Takada's OST is perfect for this game - the soundtrack fits so well with the "pop", modern setting, while also branching towards really nice eletronic music to represent the digital aspect of the story. It explores ranges from him that I haven't really seen in his other works, which is always awesome to see.

THE BAD:
- Uninteresting, repetitive dungeon design
There's a lot of repetition in the dungeon's level design - they are visually interesting locations but not really that fun to go through. The game makes you go back to some of the ones you've already cleared quite frequently too.

- Inconsistent localization quality
There are so many examples of this on the script: it ranges from small errors (inconsistent Digimon naming, smaller spelling mistakes) to outright mistranslation of major lines in the story. It's not bad enough to ruin the game, but it's noticeable.

OVERALL: Cyber Sleuth manages to achieve its goals and delivers a very well-rounded, interesting RPG. Definitely recommend it to anyone wanting to play a monster-raising RPG with an anime aesthetic geared towards a more adult audience, compared to other similar games in the market.

Bamco, please greenlight a true sequel!

Pretty meaty epilogue for the main game - it isn't really an outstanding experience in any way, but it doesn't detract from the original story, and it provides closure for Melia's arc.

New Shulk design is peak, Monado Replica REX best monado!

It took 5 games, but I finally found what I thought was impossible: a Xeno game that feels like a complete, coherent experience in one package.

Xenoblade doesn't really revolutionize anything, but it executes so well most of its ambition. A likeable cast of characters (special props to Shulk being an amazing MC!), fantastic world design, great music and a strong story with very enganging twists, ending with a meaningful message.

If I had to point out one thing I didn't like about the game, it was the difficulty balance towards the end - the way the combat system handles level gaps is deeply frustrating, pushing you towards grinding. Even with that, it didn't ruin my enjoyment of the overall package.

I'm curious to see where this series goes after this one. I hope I can play the sequels at some point!

This review contains spoilers

TL;DR: a shot in the arm the series needed after how disappointing CS4 felt.

The writing has many interesting concepts, I'll go through my lasting impressions of each route:

- Lloyd's route - Same old, same old
By far the worst route in the game, Lloyd's route contains many of the tired tropes I've come to detest in this series. Not only is the crux of this story a tired concept (Oh no!! Crossbell got taken over AGAIN![AGAIN!!{AGAIN!!}]), the storyline of the SSS reevaluating their position in that nation isn't that interesting to me. Still, it has some hype moments and cool SSS interactions, so isn't all bad!

- Rean's route - The true End of SAGA
This route actually managed to deliver the satisfaction I felt was lacking in CS4. Rean finally concludes his character arc, there are some really good scenes in this route too (and also the best normal battle theme, Like a Whirlwind!)

- C's route - A sign of hope for the future
I keep thinking about how to put what I felt with this route on text, but I don't think I can make it justice - C's route is an achievement for the series. The way it makes you care and empathize so much with a new group of characters, this late in the arc, is nothing short of a miracle. It has a very clear tone and message, and it doesn't waste any time to deliver it too. I really hope this is a sign of how the writing of the series will be in the next games. The Picnic Squad is KINO!

- TRC Episodes: Almost all of them are FANTASTIC. It really reminded me of the sharp quality of Sky The 3rd's writing. My favorite episode is Ash's.

Speaking about the gameplay now, it feels like the ultimate Kiseki experience in a lot of ways - from the combat system (the new mechanic "Valiant Rage" is a really good addition to an already very robust arsenal) to the sheer amount of content itself (absurd variety of minigames / side content to experience).

It sets up the future of the series in interesting ways too, while not neglecting to give a satisfying conclusion to most of the plot threads brought up to this point. I'm really satisfied with my time playing this game!

Few lasting notes:
- The music is good!
- The post game is long!
- I want to play Kuro no Kiseki now!!

This is the first "hunting game" I finish and, while it took me a while to understand the gameplay, I ended up having a lot of fun with it. I genuinely expected to drop the game at some point, but the gameplay loop got me.

I think the game sufers a little bit of repetition due to the limited number of locations / monster types, but considering how low the price goes on sale, it's not really a problem.

Pretty standard open world game with a beautifully realized setting, amazing music and interesting combat mechanics. The core gameplay loop is what you expect from a AAA open world title, but I had fun doing the main story and the side activities.

I would say the story of the DLC is actually better than the story in the main game. Pretty easy title to recommend for anyone wanting to play an Assassins Creed-like game in a japanese setting.

The final act in the Party-System era of Ys is a flawed but deeply interesting game.
What I liked:
+ Best writing in the series
Ys IX takes one step further from Ys VIII and delivers the most interesting setting and main story in the franchise's history. Fascinating twists, engaging character writing, I deeply enjoyed seeing the story through to the end.
The localization was also fantastic, extremely good job by NISA after how messy Ys VIII's loc process was.

+ Fantastic movement options and level design
The amount of freedom in the movement in this game is amazing. The dungeons that make use of those options are easily some of my favorites in the series.

+ The music is...good
Is it noticeably worse than Ys VIII? Absolutely. Is it a bad? Hell no. I can listen a good amount of songs from this game that I will keep listening regularly over the years. Hayato Sonoda is the MVP of this soundtrack tho!

What I didn't like:
- The cohesion between gameplay x setting from Ys VIII is severely diminished
Elements brought from YS VIII like raids, barriers to exploration and base building all feel very arbitrary / superficial to Ys IX's setting. Those elements were clearly built with the isolated island setting of VIII in mind, so just pushing it onto a different setting lost a bit of that cohesion.

- Rigid chapter structure
I pondered a bit whether I should include this as a problem or not, because this is an aspect that it's present in almost all Falcom games. The chapters have very predictable structure, slowly building the plot in a way that feels sorta predictable. The writing here is the saving grace, since the twists / mysteries make up for that predictable structure.

- Subpar environmental art direction
Graphics are never a priority for me, but I have to list it here because Ys IX is the perfect example of Falcom's limitations when building dark, atmospheric environments. The game looks drab, lifeless in a way that clearly isn't deliberate. It somehow ends up looking less impressive that PSVita's Ys VIII.

- The problems regarding the combat system in Ys VIII are still here. Nothing was changed or meaningfully improved.

Skill spam? Still there. Overreliance in Flash Guard/Dodge? Still there. Absolutely terrible combat visibility by cluttering a ton of enemies together, just like the raids in Ys VIII? Still there. The Monstrum Gifts are barely useful in combat as well, outside of maybe Crimson Line.

- Knock on Nox is a joke as a final boss theme.

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I heard so many negative criticism about this game before playing it, so I'm happy to say it surpassed my expectations, albeit with several problems as well.

I'm of the opinion that the party-system games should've ended in Ys VIII, but I'm glad that Falcom took another shot at it and built a game that feels distinctly different from anything else in the series.

Can't wait for Ys X!

Fascinating story, characters, setting, cutscene direction and music held back by generally boring gameplay systems. I would still recommend it to everyone tho, it's just so much fun to see the story move along.

It doesn't feel like a real game. An adventure of this scale, with this much care shouldn't exist, but it does. Dragon Quest XI is an achievement.

Um jogo de excessos, muito maior do que deveria ser. Trás uma ótima escrita de personagens e alguns dos melhores momentos da série, mas não é o suficiente pra compensar a péssima história que pauta o jogo.

Indispensável pra quem jogou todos os outros jogos, mas definitivamente me fez questionar o meu amor à série em vários momento. Acho que vale a pena pra ver como a "saga" termina.

JRPG mediano com problemas seríssimos de balanceamento, que torna grinding indispensável pra maioria das lutas contras chefes. O sistema de combate é lento e repetitivo

Os personagens são inofensivos, e a história até que tem acontecimentos interessantes. Ótima trilha sonora, e um cast de estrelas na dublagem japonesa.

Recomendo só em promoção e se você tiver sem muitas outras opções pra matar a vontade de um JRPGzinho.