Not bad but kind of the worst Ace Attorney I have played to date.
Found cases 3 and 5 interesting story-wise, but the logic wasn't that great.
Gameplay feels simplified and rushed, the game doesn't allow you to explore or get lost, everything feels pretty linear. Making the scene investigation mode only avalaible at certain stages and giving the player too much guidance contributes to this sensation. Even if they were as linear as this one, previous games feel much more open-ended just because the player has more autonomy deciding the order and the actions they take.
Other than that I did like the connectedness between the cases, and how everything was related.

Weird and dramatic, I love the presentation and overall style and musical choices.
Really like how it ties into A Vague Story too.
There is a conscious choice to make the gameplay obfuscated and tedious, as you break down the game's secrets, that really acompanies the narrative.

Pretty original concept!
Found the idea of your choices defining not only the narrative but the genre and tone really interesting. Reminds me in a way of role-playing games and choose your own adventure books.

It was so stressful I ended up crying.
I think it does a great job to convey its message through its mechanics and narrative, but still a pretty hard game to play.

As soon as I started playing I was in love with the music and aesthetics, it has a really nice vibe going!
It didn't stop there though, the story is really enjoyable and pretty fun to see play out, the 'collage' theme becomes more apparent as it unfolds. It is about the connections between the characters, about how everyone can have a positive impact on each other and how we can accomplish greater things when we join forces and support each other.
The way every part relates to the others is amazing! I think it really got what it was going for!

This may be a weird thing to say but if you are a persona fan for the right reasons you may like it.

2001

Way better than I thought at first. I feel sorry for saying I like Sayonara Wild Hearts better.
Probably coming back for the other endings or just for fun, trying to optimize levels and boss battles adds a lot of replayability.

First chapter has a pretty cool vibe and aesthetic going.
Hoping to see more soon!

Cool little store management game!
The store mechanic is really good, and while looking simple hides a lot of complexity. I also love its quirky dialogues, it has a pretty peculiar sense of humor. The game gets a little bit repetitive at times though, since the dungeon sections which should relieve us a little from the main game loop aren't that enjoyable or varied.

For now I have only played normal and new game+ modes, but I'm still missing a lot of the content and I'm sure I will come back to it at some point. I can only appreciate the range of ways it offers to play.

Cool escape room game!
There isn't much to say about the plot, but the puzzle design is pretty good (taking into account the limitations of the medium) and it has a really nice aesthetic going.

Also shoutout to the localization team that did a great job making the puzzles work in spanish.

A fresh approach to exploration. Feels weird how much navigation changes when the tools you are used to are removed and replaced with different ones.
The lack of a map forces you to use landmarks and markers, and also to pay more atention to the enviroment for any changes that can help you getting around.
Once you get into a cave system you are not navigating from one point to another, but using the landmarks in-between so you don't get lost.

Moving around is not that fast so a lot of planification comes into play, deciding what supplies to take, while leaving room for anything new you discover.
While I had some trouble building the Cyclops since I didn't know where to expect its parts, I think the whole scanning mechanic affects the progression a lot and introduces more uncertainty and novelty to new upgrades and items making the whole process a lot more exciting.
Base-building is also quite fun but it can get a little bit tiring if you lack materials that can't be found nearby. The supply management, while providing the game with more depth, comes at a price.

The worldbuilding is amazing, not only because of the massive database you can complete while you scan your findings, but because of the implications of your surroundings, the origin or purposes of anything you find, and the stories of those who inhabited the planet before you.
Even with that sheer amount of information, it sometimes fell short. The strands of some stories got lost and I'll never be sure if it was because of something I didn't find or the game was intended like that. In any case it feels fair, because it feels real.

The survival aspect works well when managing your characters vitals, like oxygen and supplies, but I expected predators to be more of a menace.

Other than that I think the game excels at anything it tries to do. It may get a little too stretched towards the end and I had some trouble with bugs (especially physics acting up when loading inside a vehicle) but the experience is worth it and enjoyable nonetheless.

Pure joy!
This is one of those games that manage to do a lot with a pretty simple mechanic. There is beauty in its simplicity.
I loved its nonsensical story and very particular style, everything works really nicely together.

Even though this is an expanded version of DRV3 extra modes, it is way worse.

The rpg/tower mode was much more fun in DRV3, here it feels like grinding wave after wave of enemies, just to get resources and complete the game without any fun at all.
The gameplay loop of the board game gets boring pretty fast after a few runs.

Nice gimmick as a shorter extra mode, but it doesn't stand as a game on its own. Pretty sure I won't be finishing this.

Pretty cute game!
Every aspect of it from art and music to combat system and other mechanics like the ones involved puzzles are extremely polished. I don't think I have ever seen a game that looked and felt this clean.

For me the best part were the secrets and puzzles. The game understands pretty well how to convey information to the player without outright telling them and lets them figure out things on their own, giving a greater sense of accomplishment.
It has also has a wide range of ways of hiding secrets which helps keep things fresh.
Backtracking can get a little repetitive sometimes, but the areas are not big enough for you to ever get lost. Visual cues in the post game as well as a character who gives out clues help a lot in finding the things you are missing.

The combat system is well balanced to provide some challenge without making it frustrating.
I found the way of displaying enemy health very original, as they start shattering as their health goes down, with pulsating red cracks that keep getting bigger.
I think it is pretty intelligent how every single one of the power ups uses the same language: "point and shot", while still keeping them varied enough and having their own uses and strengths in combat.

The story is fine though I would have enjoyed a little more worldbuilding. Sometimes it feels like the wold revolves around the main character and everything else exists to support them, to give meaning to their journey.
The secret ending even though makes sense, feels a little rushed and I would have expected a greater reward for completing the post game.
Still, the scope of the game is not that big, and I think its pretty reasonable for it to be a little weaker in the story department, specially when everything else is that good.