At long last getting a chance to tackle this. I'm about halfway through and enjoying it but I have a few misgivings. I don't understand the air pollution. Why is the game so hazy? It plays havoc with my poor vision and is a perpetual annoyance.
I love open world games with no impositions but I have noticed my interest flagging off a bit once I made it to all the scientists and unlocked everything on my slate. Now it feels like I just have a long checklist of tasks to accomplish. I don't need a narrative through line but a main quest or two along the way to continue to lure me into new areas would not have been amiss.
I like the world well enough, it's well designed with lots of areas of interest to explore but I can't say this is the most engrossed or immersed I have ever been in a game. And as someone with large hands, getting used to the switch controller has been quite a challenge.
Maybe I have read too much hype for this over the years and there was no way for it to live up to expectations. I'm still enjoying myself though.
I do like the way it borrows good components from other games that were often the only thing I really liked about them. The Assassin's Creed towers to unlock the map for example. While many publishers are quick to copy a game that is successful, creating an endless string of clones, I respect a game that grabs only the most fun elements from other games and combines them to create something new and better. I can see that kind of careful thought behind this and appreciate it.
As a mostly-PC gamer I don't have the kind of nostalgic history with Nintendo products and games that many probably do, so I'm sure there is some nuance I'm missing.
The last time I played a Zelda game it came in a gold cartridge.

Limp, empty, buggy, awkward.

Beautiful, hypnotic, as relaxing as a massage and keeps me coming back but it could seriously use some accessibility features. The UI is tiny and non-adjustable, and the water on the ground is the same color as the land making it quite hard for my vision-impaired ass to differentiate things.
Still, love the balancing mechanic and just floating around to keep my resources filled, low pressure and really pleasing.

Edit: In a rare move I decided to give this another shot post 1.0. Normally I would never bother but I saw someone playing on twitch and got curious enough to give it a second chance. It is SO vastly improved, I'm upping my rating, and still in the middle of enjoying it. Though to my annoyance, there is still stuff unfinished. I still really don't understand releasing a game in this way, especially one people are not likely to play twice. What was the rush?? Anyway, a very rare instance of a second look paying off.

Not sure it was a great idea to release this unfinished. I got bored with finding "will be ready for 1.0" everywhere I went and I'm not sure I will bother to revisit when it's done as it is soooo similar to stardew with only a few different things, like the the corals, fast travel and the inclusion of magic. It's cute though, pleasing art. One thing Littlewood had over both games is that the day lasts as long as your stamina does, which I vastly preferred to always being on a timer.

As a film, TLC is a feeble low budget Basic Instinct/Hand That Rocks the Cradle mash up that might hold your attention if it was 3am and you were under the influence. But as a game, it's an insanely hilarious camp-fest featuring John Hurt asking you wildly invasive sexually probing questions, rippled with classic movie clips and deranged diary entries from the characters. A fabulous experience for those with the right sense of humor.

This simplified RTS is a little too easy, and desperately needs a night mode (my eyes!) but I'm still having fun with it.

Extremely cute and appealing Valley-like but something about the day to day cycle isn't sitting right with me. It feels too short and too repetitive. Talking to all my villagers every day is a slog and they have little to say. It needs a little more content and variation of activity to round it out.

I'm enjoying this more than most factory games precisely because it's so chill. Nobody is blowing up my carefully laid production lines, I'm not running out of things constantly, I can just enjoy building to specifications and marvel at the larger and larger tangle that results. Almost feels like an IO game at times. The soundtrack is lovely as well. The only negative I've encountered so far is that the huge amounts of product required to advance later in the game can leave you feeling like you're playing an idler at times, if you don't feel like building the same factory over and over again. But the upgrades to your tools offer supplementary puzzles to fill your wait time.
Edit: Tapped out at the rocketship which, even after looking up the solution, tipped my fun/aggravating scale in the wrong direction. Still had a lovely time until then.

This is the first Disney product I've touched since the original Kingdom Hearts. It's cute at first with gardening, recipes, decorating and outfit collecting to whet your appetite. That and my PC's unexpectedly juicy ass. But that's about it. You run into a wall quick with mandatory friendship levels and arduous fetch quests that require endless interaction with Intellectual Properties who don't really have much to say. It feels generally light on content; the explorable/unlockable areas are all quite small and you can feel monetization or p2w lurking in the near future from the outrageous prices on some of the items for sale in Scrooge's store. Underwhelmed.
One big positive: the SR2-worthy character creator which manages to have no gender selection at all, without any awkwardness.

A nearly perfect little gem, so accessible and satisfying. A genre I usually avoid, too. I'm getting proven wrong about my tastes a lot this year. I think I could have done with a bit less dialogue to interrupt the flow, and the ending tried a little too hard to explain the logic of this world to us, (though I appreciated the FSM.) Less is more in those situations. But these are small complaints, the gameplay and design are impeccable. Perfect length as well.

Very surprised to have enjoyed this a lot; it combines a lot of game types I generally avoid to produce something really fun and addictive. It's just a tiny bit too long, I got sick of leveling up to win duels at the very end as the battles get longer and longer.

Adorable but I ran out of enthusiasm for it quickly as the game cycle is highly repetitive and progression doesn't unfold very smoothly or in a way I found satisfying. The sand bar area is a design nightmare and frustrating to navigate.

A really beautiful city with a shit game layered over it; the same old AAA nonsense, bad writing, sloppy voice directing, and politics designed to feel edgy but not offend to the point where they seem AI-written. (Johnny hates corporations...and sex workers? Doesn't mind cops? Make it make sense.) All wrapped inside a sexual and moral code designed primarily to reinforce the egos and preconceptions of straight 13 year old males, perpetual and otherwise. With a few cursory nods to the rest of us.
Moving around the city lacks verticality, and reward for exploration. There are catwalks and connected buildings everywhere but you only get to visit one or two during missions. You can't ride the monorail. Finding anything fun or rewarding to explore or loot outside of the little destinations on your minimap is almost zero.
The game makes the same big mistake as Fallout 4 and probably every RPG will do the same going forward; the character you 'create' is fully voiced. That's not roleplay. That's not a character I made; the game might as well be on rails when my imagination is completely supplanted by a board-approved voice coming out of my mouth.
The stealth was good. Gigs were fine but a bit repetitive. I would have loved to be able to roam around and discover things to do and explore other than be a cop for hire. And I wanted to interact more with the people on the street. Quickhacking was great and could have been developed much more with more chaos. The soundtrack is not bad. The photo mode gave me more pleasure than anything else.
What bothered me most during my playthrough is the potential that kept me imagining something so much better around every corner. This is a world meant to represent the future, but aside from some cyber window dressing it seems more rooted in the past, and a dozen other games you've already played. With their scads of money the AAA industry needs to hire real writers and have the confidence to give games a perspective and attitude that isn't utterly generic.

I'm enjoying this enormously. Eddie Marsan is very soothing. I could play a hundred games like this one, with various great actors appearing as my own personal DM. I can go either way with FMV in general but this formula really hit the spot, in part because Eddie is just intimately telling me a story and not trying to awkwardly engage me as a fictional character through the 4th wall.

The end of 2001: A Space Odyssey, gamified. Intense, overwhelming and empty, like life.