Star Fox Zero 
As I usually do with our reviews, I'm bumping this one up into the End of Day thought position. Thanks so much for those that read this review and hopped into the comments. Certainly a lively comment section in this one! Hope you enjoy the review and feel free to dive into the comments and offer up your two cents! See you in a few, short hours!
Nintendo has had both a good and bad time with unique control methods. They certainly worked well enough to make the Wii an absolutely massive success, as well as the DS. The thing is, as those control methods became more commonplace, it seemed like gamers and the gaming press started to turn on them. That brought us to the common happening where a game gets announced, and a wave of people complain about the title not using traditional controls. These complaints come in long before the game actually gets released. Sadly, it seems that complaint often sticks around long after the title has launched as well.
Now that we've moved onto the Wii U, you hear the same kind of things even more. Motion controls started off this generation at a deficit, since such a large group of gamers seem to want nothing to do with them. Not only are they uninterested in the idea of motion controls, they simply don't think they are worth any time or effort to understand. Just knock a game for its motion controls and leave it at that. The term 'motion controls' became a blurb to put into the positive/negative breakdown of a review. It had nothing to do with the controls being analysed, but instead, the controls were simply bad because they used motion.
Now of course, there are games that use motion controls very poorly. I've played them and struggled with them. I don't see those as bad motion controls, though. I just think the game has bad controls in general. Would it have played better without motion controls? That I honestly don't know, and most likely never will. I've also played games that had terrible traditional controls. Maybe those experiences would have worked better with motion controls implemented. Again, that's not something I'll ever be able to know. The point is, traditional controls aren't inherently good and motion controls aren't inherently bad.
That long-winded intro brings us to the case of StarFox Zero. As I've said on our podcast, the motion controls here are going to be the real sticking point in reviews. I'm sure there will be some other quibbles along the way, but you can bet that motion controls are going to be a large focus. I do believe the controls in StarFox Zero play an absolutely major part of the experience. I'm just hoping the other outlets reviewing the game have taken the time to actually learn and understand the controls, rather than just forming a distaste of them right from the start. That's because I feel StarFox Zero's control scheme works extremely well, and actually adds a great deal to the experience.
Kirby: Planet Robobot (3DS) – 9/9/9/9 [36/40]
LEGO Marvel’s Avengers (Wii U/PS4/PS3) – 8/8/9/8 [33/40]
LEGO Marvel’s Avengers (3DS/PSV) – 7/7/9/8 [31/40]
Ninja Smasher! (3DS) – 7/7/7/7 [28/40]
Here's a portion of a Asdivine Hearts review for the Wii U:
There are so many JRPGs to choose from that it would be easy to overlook Asdivine Hearts, but it is definitely worth a try. Although simple in terms of graphics and battle style, the game has strengths where needed with its story and humorous characters. There is plenty to do for those who take the time to complete all the quests, and the addition of features such as the rubix system and the trust bar allow Asdivine Hearts to be a little different. Plus, there's a God trapped inside a cat, and how often does that happen?