Preliminary: Yesss I love the cozy first village music and colors and dialog so far. I needed something nice like this. And to think it's a spiritual sequel to Illusion of Gaia and my most beloved Soul Blazer! 
Ehhh I was already feeling like opening doors and other mechanics of the game were awfully slow. I was telling myself to just embrace the slowness and nice music. But if I'm understanding this menu mechanic correctly... Ok phew the actual use of the menu is much more streamlined, it was just the introduction that involved opening doors and walking and whatnot.
Not sure why this shopkeeper wasn't frozen but I love the music in the shop :-p
Early Game
Very strange world map. I just hope teh combat holds up to the great village gameplay and music. (tho ugh a dungeon-y tune of course for the first tower)
I really really like this so far. The tower music is unfortunately dungeon-y, but the combat was intuitive and fun so far. I find myself grinding just for the fun of it, killing tehse large statue type monsters that leveled me up after just one kill. I haven't had to turn to a guide but I'm sure I will and might as well pull up maps now just to be sure.
Beautiful screen and beautiful tune 
As always with this series I like the Dark Cloud-esque rebuilding concept.
Ugh same meh dungeon tune for the second tower. Otherwise I'm loving this so far
In a pleasant surprise, the combat is a highlight of this rather than bogging it down. I love how fluid it is, how I can run and leap-attack and hit two of them then run to the next enemy and get used to the exact distance I leap etc. almost gives that Castlevania 1 feeling hard to explain but the precision of distance to attack, and the collision masks are nice and intuitive. I also like that the pot-throwing and puzzles (so far) have been intuitive and even included hints to help.
Ok the attempt at platforming is not so solid, including the platform collision masks etc.
Ooo just realized about the jump attack (as opposed to the dash jump I should've called the leap attack earlier) And I love to combine dash then jump attack, even more powerful!
These cutscenes with the pretty music showing the new continents as you bringt hem back is such aesthetic! I'm even doing the optional things so this is a good sign for the overall game.
Yesss okay so this was all a longwinded intro of sorts. Now starts the very clear connection to the prior games, and the bringing back of animals/npcs/charactesr. i LOVED that about Soul Blazer. Only complaints so far are the repeated dungeon-y tunes and the font is a bit hard to read.
Interesting. So I can swim now. Zelda/Metroidvania esque
The Parasite boss and its music were quite boring. But nice soon after, some nice tunes namely near the Ra Tree and I like seeing the representation of Central America topography etc.
Some of the mechanics namely int he platforming and throwing objects, well like the collision masks of both those, are messy. The bird boss reminded me of the Zelda bird boss trope and the resurrecting of the wind reminds me of Tomba.
As I get furhter into the game, I am finding that the combat controls and other quirks weren't as tight and nice as I first felt. As the enemies get faster, teh responsiveness of you being ready for another attack or being reayd to run or block etc feels less and less excitingly fast.
I was feeling it a lot more again tonight but then I get to a boss with the same boring mechanic where you can't reach it or hurt it for too much of the battle. I will never enjoy a mechanic like that. (The Zue boss). Yesss luckily I was rewarded with a graet sunrise screen 
I wish teh dialog and sentimentality had stayed as fresh and well-done. And some of this repeated dialog with this lion cub is... just lame. (And the Mud Man "boss" there was elongated and kinda lame too). I love love love the idea of the different continents and wandering across them and how they vaguely represent real topography, but I bet I would've been annoyed trying to find the location of the actually enter-able places without having this guide to reference. More than Magirock locations and tips for bosses, that's what I used the guide for :-p
The combat is starting to drag a bit as I approach mid game (I am about to get to Chapter 3). And I am tired of enemies waiting for me at the bottom or top of a ladder/vine, a la Ghost n Goblins. It's too bad cuz tihs had such momentum at the start, but rather than getting more exciting with time, it's just getting more tedious with time and repeated music.
Great another boss with long-winded segments you can't hurt it and the same dungeon-y tune (the post-Yeti boss in the Tibet level). Meh. I will sleep on it tonight but thinking this will be a 3 or 4 star and move on. It started so strong though... And I am curious where it goes from here after bringing back humans...
Yep, I'm done after this. It's too bad cuz I like so much about this, but every boss battle has been so lame. And the rest of the game has started to dull from its initial luster. Plus, these repeated songs are all the ones I was least into.
Look: 8/10
Sound: 8/10 I know I was complaining about it but some of the tunes are so great. It's just that the meh or decent ones were the ones repeated the most.
Play: 8/10 I simultaneously love the controls and find them fluid and responsive, while also somehow finding them frustrating during mid-game (and I assume onward). Worst of all are the boss battles. Dry and fundamentally influenced by my least favorite videogame mechanic: frequent and lengthy periods of not being able to harm the enemy, plus sometimes high hitpoints like with the boss that got me to stop. Neither of those mechanics are interesting to me: have the mechanics be if you can get a hit in despite the attacks--great--and a lengthier battle isn't inherently a harder battle or, most certainly, not a more interesting battle.
Feel: 8/10
Attachment: 8/10 I'd likely not forget this game, its ties to Soul Blazer, and its first bits. But it seems Soul Blazer is the one of this trilogy for me. (Part of me also wants to return to this to finish this boss battle by deliberately dying, then equipping a different weapon--I read that it has a weakness possibly?--since I found the mechanic of the bats easy to dodge with the dash-attack invulnerability, I just got sick of waiting aroudn so much to be able to attack and was only doing 5 hits of damage after a game of very little grinding being necessary). But still, the qualms with the Play still stand, Soul Blazer is still preferred regardless, and it's time to prep for PS1 era, not be bogged down by good 4-star SNES games.
Overall: 8/10
Completion: Shadow phase of the Yeti boss
Playtime: 7 hours