I'm so glad I decided to play this on a whim. The atmosphere and the sense of discovery are way beyond anything I expected, I absolutely loved finding all the strange places this world has to offer.
The only negative point is that it starts falling off a little towards the end with some sections that maybe are dragged out longer than they need to be, and when the difficulty ramps up more, the janky combat starts to feel more frustrating. It also peaks rather early with the absolute showstopper of a level that is greenslit, and nothing after that ever quite reaches the same level of sprawling and interconnected leveldesign.
Still though, this is an absolute gem and anyone who is looking to feel immersed in a strange and wonderful land should play this.

I have to review these games as one unit because they end up feeling that way, even though the first game was originally made to be standalone.
Ace Attorney is one of those things where I just genuinely can't really comprehend how it was made. How do you write this? The way the cases keep piling on mysteries and then have the truth come cascading down in ways that not only make complete sense, but are also incredibly satisfying to uncover. The simple gameplay also turns out to be surprisingly successful in making sure you can't just passively sit by and let the story happen, but actually have to make many connections yourself. It wasn't enough to just have pristine puzzles, the way things unfold also leads to frequently very touching character moments and there's very poingant themes that emerge through it all. I don't think I've ever done this type of mystery storytelling done better than in shu takumi's work, and that's including any medium. When these games are at their best, there's some real magic that emerges. Everything just falls into place in a perfect way that I've very rarely seen. What's cool is that none of that is due to any one particularly great idea or cool direction that they went. They simply executed this modest GBA lawyer game at a ridiculous level of craftsmanship. It's one of those things where the sheer fact that it exists feels like a little miracle.

This is almost something really great. If you look at it from a mechanical perspective, there's neat stuff there with the scouting and the gunplay can feel pretty good, but it's ultimately too shallow and short to really get into it.
If you see it more as a mood piece then it has amazing moody visuals, but the soundscape falls short of that. There's only a rain sound effect that feels way too quiet to me, and some emotionally empty shopping mall muzak. The fast movement speed also doesn't help with immersing yourself in the world.
There is a lot to love about this but I also feel frustrated that it's not quite what it could have been.

Unquestionably the best gameplay in the series up to this point. Nero is great and the addition of style switching to dante makes a huge difference even if you're not a hardcore level 100 platinum tier gamer, because it makes it easier to experiment with the styles and come up with ways to apply them. Yeah it's undercooked content wise, but I'd probably still rather play this one than 3

To this day people will give 3D world credit for things that this game actually invented! Wake up people! Stop the 3D land erasure!

History was not kind to this game. I think if we didn't have nintendo ripping themselves off three times over with all the other new super mario bros. games, this could have been remembered as a classic that stands shoulder to shoulder with the old classic 2D mario games. It really has everything you could want, contstant new ideas in every level and very good execution. The art style is maybe a little nondescript but even here it fares a lot better than the sequels because most of it is still pixel art.

I didn't expect to love this as much as I ended up doing. It feels restrained and elegant in a way that ends up feeling really artful. I love how small the setting is, instead of exploring a HUGE OPEN WORLD, let's explore a house. The game loses some of that appeal towards the end, but those bits weren't enough to drag down how I feel about it, especially since they are still really well made.

FUCK YEAH
maybe the idea of playing a rhythm game where some of the inputs are just hand movements in the air feels weird to hear but in practice it's amazingly responsive. The map design is also really good in this one and the tech allows them to get really creative. The best arcade rhythm game I've played

you ever play something that suddenly makes you aware of all the games we're not making

Masahiro Sakurai has now been working on smash bros. for 10 consecutive years as of the time of this writing. Free him so he can make insane bangers like this again.

I don't think I have ever had a game blow my mind in so many ways at the same time. It expanded and shaped my idea of what games can do.

there's a behind the scenes thing where you can see that they brainstormed the level design with lego on a table. I think that is the reason why, despite this being a 3D game, the puzzles all take place on a flat plane. Once you realize that you start wondering why you have to play the game from a first person perspective that makes it harder to have an overview of the levels. The writing is good tho!

yknow, it may not really be the tightest and most elaborate combat system and at points it's pretty jank, but it probably has some of the coolest boss fights in gaming.

The only indie game I've played that manages to successfully match the relentless charm and perfect vibes of the best 3D mario games.

Insane creation. Imagine defining a new genre and getting it perfectly on your first try. A huge amount of games followed in super metroid's footsteps but almost none can reach the same level of depth and tight design, especially once you start getting into all the special techniques and sequence breaking tricks.