Super Mario Run: (Mobile, flat cost) I actually dislike Mario 2D platform games, but because this is different as a mobile game, I'm giving it a shot. What's immediately clear is that I find this even harder to play (as the levels progress) because this requires me to not just have the reflex and agility of single-thumb action, but to mentally forecast Mario's actions. And I find that very hard. I'm swearing at this game so I don't think I want to play it in public
Mobius Final Fantasy: (Mobile, micro transactions) More a curiosity at this point. It is an half-naked pretty boy battle-oriented fantasy. In fact every human character seems to be a copy of the one male model. There is a multiplayer prostitution system: When you "rent" someone else's card, the animation makes it look like you're walking away with a rent boy. You can "Follow" them afterward, or dismiss them. To be fair, no money gets exchanged. And then there is Vox, the spiritual narrator that introduces you to this world, he has the sass of a drag queen. The other character at the front of the game is Moogle. The brief voice acting in this game is second-rate. Other than the camp tone, this game is some hybrid of JRPG action battles along with a complicated card system. The game lays on a very dense tutorial immediately and this card system is foreign to me so most of it went over my head. This game downloaded half a gigabyte of data for its prologue and it warns of requiring internet and preferably Wi-Fi, for data consumption considerations. After some ten battles, in sets of three (in other words, thirty) with the occasional boss, the gameplay looks like that is all there is. Just battle after battle, in between which you work your card deck, and get an occasional cutscene.
Let's run that through a text editor