Since New Super Mario Bros (for the Nintendo DS), I think Mario 2D games didn't stand out and added very few changes to the formula. Super Mario Wonder breaks free from this boring spree and feels fresh and new. The wonder flower and badge mechanics are simple, yet add a lot of fun and diversity to the gameplay. Probably one of the best 2D Mario game ever made.

Despite all the creepy, disturbing and gore things the protagonists do through the game, the possibility of them fucking was what made me most afraid.

I feel like it's a really niche game. I've played in the past visual novels and pretty narrative games yet this one almost feels too verbose. At first, the dialogues and characters feel fun and clever, but there is so much to read and so much fictional history and lore that I felt dragged down. There was a time I just skipped most text involving things not directly involved with the case.
The general gameplay and mechanics could use some work. It is almost a noob trap picking a character with 1 health or moral point and getting a game over because you sat on Evrart's chair or something like that. It's ridiculous and funny, but the game could try to not kill you so easily, considering beating the game takes 20-30 hours. The skill/dice/clothing system is fun and original but the whole thought cabinet could be less painful to use, and you get very little xp in the beginning of the game. Also, the fact that you unlock fast travel by buying a map but there's no indication of it until you get one for a main plot quest felt extremelly dumb.
Of course, the writing and characters are on point, I liked how the impact of your decissions affect the dialogue options, specially in the end. But overall, the plot didn't stick to me and I didn't feel that urge to solve the case you get when consuming media about detectives.
I know it's a great game, but not one I could truly enjoy.

Amazing end to the main trilogy. The last case is pure perfection. Also, Godot is my favourite prosecutor from the series, so points to that.

The card roguelike of all times

I don't know if it's like this the first 10-20 days or is just like this forever, but I felt the game is really slow and boring. The gameplay loop is making potions (if there's someone sick), gathering resources in the forest and then you have pretty little to do apart from talk to villagers, so after a couple of days it feels repetitive. There are some upgrades you can do but for some reason they require absurd quantities of wood and stone. Hopefully with time they add more content and stuff to do, like the community center in Stardew Valley.

This is the true Shin Megami Tensei experience

It is a genually good game, but not perfect in my opinion. The combat and roleplay adaptation from DnD is well executed, but controlling 4 characters (plus summons) can be pretty exhausting considering spell casters can get easily to 30~ different actions between weapon attacks and spells.
The HUD needs more work in my opinion. I used a controller because otherwise the HUD was pretty small, and I felt the inventory managing to be slow sometimes and the combat radials to be messy, even if you try to reorganize the dials from time to time.
I found a concerning amount of bugs, which I guess will be fixed with time but they were annoying. One of them prevented me (without knowing) of romancing Karlach and that made me pretty pissed.
In general, the quests (optional or not) give you a lot of freedom. Most quests have different conclussions and you can achieve them, sometimes, in creative ways. This makes the game more fun, but almost all of the time you will be using standart violence, so don't get used to it.
Overall, a well developed tactical RPG, but it has room for improvement. If you have the time and eagerness to fully embrace the lore, characters and fights that the game provide, you will have a good time.

Damn who would know this basketball throwing minigame had a sick horror game attached to it

The only thing I liked from the first game was the Ace-Attorney-like gameplay, and this one replaces it with a lame 3rd person shooter that isn't even fun. The plot and characters are as bad written as that game, so there isn't really much I enjoyed about this one.

Couldn't count how many times I killed Gary Coleman

Kinda short compared to other 3D Zelda titles. The general pacing is light, and the Ganon fight is really cool, but the Triforce pieces shenanigans was really unnecessary. Another dungeon (you have earth and wind, so why not a sea temple?) would've been much better.
The sea stuff felt really slow in general, you unlock fast travel practically in the midpoint of the playthrough and the fast sail, which is almost mandatory to not go insane, is bought at the auction house that I didn't even know it existed because the game doesn't give you any indication about it. So yeah, I prefer the Phantom Hourglass or Skyward Sword travelling systems over the one from this game.
A couple of other items (ghost ship chart and the cavana papers) are also very difficult to come by unless you were 100%ing the game. I don't mind to search the wiki if I want to look for concrete stuff like getting all bottles or bag upgrades, but being forced to do it to advance the story seems wild to me.
Also, WHY DID THEY WHITEWASH ZELDA WHEN SHE GETS THE DRESS?

It is really adicting, but has its flaws. Once you get to play for a while, you will have no idea what's going on because you can't check additional information about the production or consumption of stuff. There is a "nerd mode", but it's not clear or helpful. There's also no indication about how many resources each machine can process or in which order, which makes the complicated recipes feel overwhelming.
As a roguelike, I think there's some balance between really niche cards and generally good cards, but the card system is stupid. The cards get consumed when you use them, so there is not a deck in a classical way, which defeats the whole purpose of using cards. In these kind of games, you rarely need to get a certain card more than once or twice for assembling a synergy and you can control the number of cards (by not adding them or removing old cards), but here you either get lucky and roll the specific cards you need everytime, you play a bit of everything and hope the crops don't interfere with each other or you have some way to produce cards from other cards, which basically breaks the game.
I played until I got the "you win" message at round 200 and kept playing until my farm collapsed at 220. There was so many stuff in screen that the game lagged every new turn. I think the game can be a pretty decent roguelike, but it needs several changes to the core gameplay.