Old and new....
Legend of Zelda: Wind Waker
The GamePad screen for items / map is a neat touch, haven't yet used it much as I kind of ended up remembering my way through the Forsaken Fortress. Was a cheap bit when I got the sword, I immediately get hit by a sneak attack from behind with the camera flipped - Ninty was supposed to be fairer than that. Still, managed to get to do all that and get to Dragon Roost Island.
One thing it really highlights is how much game design has changed the last decade or so - for instance the Uncharted games get criticised for being basically 'corridor games', you go from A to B to C, yet this misses this was the structure for most games until recently. Open-world games, to the degree we now have them, are new. Wind Waker is sort of open, but be under no illusion you are doing this quest, when it tells you to.
The design element remains very clear though having to hold the button to get Link to do things ages it- why can't I press whatever and the enemy stays targeted? Nope, you can't.
Tales of Berseria demo
This actually does what a demo should - show off the game in the best possible and accurate light and it does! Rather than go with the open world of Zestiria (which I need to return to), this opts for a structure more akin to that of the Xillia games.
Combat is in the style of Zestiria, in that it's full 3D, where the previous games were on a horizontal plane. One thing the Tales series has excelled at is chaotic combat, with excellent moves. Combine that with the current console tech and it's never quite looked quite as brilliantly nuts as it does now.
I'm on the fence as to whether to get this soon, I'll probably hold fire until I've cleared the previous game. (There's the also the quite major distraction of Yakuza 0 due next week too.)