This should not be seen as a metroidvania, but more as a linear platformer with some light exploration to gather upgrade materials. Honnestly, the exploration part is not really interesting and completionism can get in the way of fun. Don't hesitate to skip chests if it makes your progression smoother. The level design is what I would call average. Which is good already, because the standard of indie platformers is very high.

The aspects in which the game really shine is its story, especially towards the end. The characters are interesting, and the tone is really well handled.
The boss design is also great. The bosses start with random robots that are not that interesting, both story wise and in their pattern. But as the game goes on, the boss got more and more interesting in both of those aspects. Especially in the final sections of the game, there are many memorable boss fights.

Probably the best battle royale around, on the more "arcade" side of the genre. The mechanics (especially the movement) are very well polished, the loot system is very good and the ping system set a new standard.
The cast of character is very diverse, with interesting storyline and personnalities. The voice acting in game is good.

But it has every issue you should expect from an EA free to play game that works on microtransaction. The biggest issue is probably the playtime required to unlock new characters, and the playtime required to farm points in ranked. It is not normal to have a rank reset every 90 days (well not a reset, but a harsh decrease)

The game engine lacks polish, especially on switch, the console I played this game on (I should have been more carreful and play it on another medium). The worst being some buggy hitboxes, a janky physic and performance issues.

Yet, it has a lot of wonderful ideas. I like games centered around bossfight, and the idea to sync the boss patterns with the music is very good. It creates a very satisfying feeling, but it also helps in the boss design since now patterns can be telegraphed thorugh sound, a very clever thing to do. The soundtrack is gorgeous and diverse (as it should be expected), thanks to its great variety of artists. Also, I really like the fact that the music alternates between instrumentations depending on wether the player is wining the fight or not.

Doubtlessly, Dark Souls is a revolutionnary game that got so many things right, especially with its level design. Yet, for some reason, I am not really into Dark Souls. I think the reason is due to some design decisions that are not cut out for me, and the fact that I am more confortable with platforming games rather than third person action RPG.

Salt and Sanctuary then comes into play. It basically adapted Dark Souls ideas to a 2D setting, with a light "metroidvania" component. Thus most of the issues I have with Dark Souls are now gone. This is the reason why I like this game so much.

True, it is a little bit rough around the edges. But it worked perfectly on me.

I never played the storyline, as my only experience with the game was on survival mode. The atmosphere of this game is incredible. I think it was probably one of the most immersive gaming experience I ever had. I surprised myself playing for over 5 hours in one session without noticing.
This game is beautiful, with a wonderful art direction and beautiful landscapes. It leads to very contemplative moments. Yet, this game is very brutal and unforgiving (sometimes unfair too). Nourriture is always scarce, there are wolves waiting at every corner, and we often have to make difficult choice with no optimal solution. It means that playing this game is often a struggle.
This alternance between contemplation and stressful moments really enhance the feeling of having to survive in this beautiful yet cruel frozen wilderness.
The ankle mechanic though... I disabled it in custom mode, because it was way too stressful for me (I get the point, but it did not work for me).

This game is the best action platformer around - period. There is no "revolutionnary" mechanic or storyline. The game just blend perfeclty all of its mechanics together, everything is good : the exploration is engaging, the combat is tight and precise with a very good boss design, the story and lore merges perfectly with the exploration, and the Souls like level design works perfectly with Metroidvania.

The most remarkable individual quality of this game is probably how it handles progression. This is also the main downside of this game : I find very hard to find any metroidvania that even comes close to Hollow Knight in term of map design. There is a very good video from Game Maker Toolkit in its Boss Key serie that explains why Hollow Knight is so unique on that aspect, even when pitted against other Metroidvania games.

2020

I guess that RPGs are not for me. The main gameplay sections are a bit too long, I am not a big fan of searching for all of the small secrets and hidden lore. The combat is fine, but not really engaging imo.
But the game makes up by its story, and more importantly , the atmosphere of the key scenes. I won't say more, except that this game deserves the praise I heard all around me.

This game is probably one of the most influencial game for me. Note that I rate this game without taking account the fact that it is a remake, since I did not played the original version.
Ocarina of Time is a game that did not aged well. The reason is that many games built on its mechanics, and did the same, but better. Twilight princess for example.
Majora's Mask is different, because there is basically no other game that tells the same story as Majora's Mask in
the way it does.

Kena Bridge of spirit is a good game. I will state the obvious first : the game is visually gorgeous and the soundtrack is incredible. This is not surprising, knowing the quality of the work from the studio Ember Lab and the composer Theophany.

I was not sure that the game design and the level design would keep up though, since this is the first game of the studio. Fortunately, those are perfectly fine too, so this is a strong start for Ember Lab. Combat is fun and immersive, and the platforming sections help to soften the pace.

The downside though is that I feel that the game is a bit too "scholar". First, the game falls into the trap of putting collectibles just for the sake of it. There are too many collectibles. It breaks the pace and hinder free exploration. Second, the game simply alternates between combat and platform/exploration/puzzles. I would love to see those elements blend together in a more organical way, as they do in a Soul like for example (The team communicated on the fact that Dark Souls was an inspiration for the game, at least on the combat part).

To sum up, Kena is a good action adventure 3D game, with an insane art direction and soundtrack, and a fine but rather classical design.

Surprisingly, it has quite the atmosphere for such a basic game. Played on android.

I remember having a lot of fun playing it quite a long time ago. But the grinding and the monetization system was so bad that I can't bring myself to give it the average.