The combat system offers a lot of variety in that there are plenty of combos, several other weapons to use, and also interesting mechanics like Witch Time. It can take a while to master and it would've been better if the game's practice mode contained more features like setting a custom number of enemies, or equipping any weapon without charge. Instead, it's just an arena where you can practice combos which you'll probably end up forgetting anyway.

Personally, I am not a fan of Bayonetta's format. Actual gameplay is done in "verses" and there really isn't much exploration to do in the world. The game is just cutscene -> little bit of navigation -> verse -> little bit of navigation and the cycle repeats. The game just ends up feeling very very linear insofar as it's like a bunch of scripted events that you're forced to participate in rather than an opportunity to explore the sophisticated world of Bayonetta.

Bayonetta herself is a very interesting character though I wish I could say the same for the other characters. Luka is kind of annoying, Rodin could have been more involved in the story, and I honestly found Jeanne confusing with regards to her intentions.

Overall, Bayonetta is an average hack-and-slash game.

The game does a great job at really making you feel like a special forces soldier on an covert military operation compared to other military shooter games. Call of Duty and Battlefield are military power fantasies where everything is just shoot-on-sight . But GR:FS hits differently and gives you a more "immersive" experience.

Problems of the game are:
- The stealth gameplay lacks variety and challenge. The adaptive camo feature is cool but I feel like it gives too much power to the player. There should've been a mechanic where you camo becomes less effective when you're exposed to light compared to when you're in the shadows. That way, players won't just nonchalantly breeze through enemies. There should've been more challenge or more options even.
- The AI can be absolutely dumb sometimes. They have a tendency to just leave you behind whenever you're finished with an objective and you have to go after them. They're only really effective when you boss them around and tag enemies for them but alone, they can be a bit unreliable. The AI isn't completely horrible but definitely needed improvement. Ghost Recon: Wildlands fortunately did just that.

Overall, it's a "not horrible but not perfect" game and I'd recommend it if you're looking for a more immersive and tactical military shooter experience but still retaining arcade-style gunplay.

A very satisfying and engaging combat system that rewards you with lots of serotonin as you "git gud". The story is fantastic and the lore is very rich and interesting (as expected from a From Software game). Additionally, the level design in this game is also great however I detest the usage of invisible walls in some areas and some areas would've benefitted from more color-coding to help navigate the player (i.e., Senpou Temple). But in general, level design is good and I really like the interconnectedness of each area. To be fair, that is From Software's design philosophy but compared to Bloodborne and Dark Souls, I think Sekiro really takes the cake. In terms of gameplay, the game sometimes suffers from bullshit hit boxes (especially from the non-human bosses -- I hate those) but it fortunately does not happen too often.

This is what the main game should have been like. I adore the whole cultist theme, which really brought back the disturbing auras of the first two games. Everything from the abundance of bloody candles, mutilated corpses, and sights of Danik's soldiers going insane somewhat brought back a horror aspect that the main game severely lacked.

Most of the levels are just repurposed versions of areas from the main game and I also feel like it's too short, even for a DLC. But nevertheless, I think it's still decent. It is certainly a break from the tons of bullshit that the main game had.

This game tried way too hard to be something that it should not be. The game feels like a cheap imitation of Gears of War instead of an authentic sequel to Dead Space 2.

I could write an entire essay about the flaws of this game but here are just several key points I want to vent out.
- The crafting system is good but the fact that you can only carry two weapons stops you from maximizing it. How can I be incentivized to craft more diverse weapons when I'm only able to use two of them? Having only two weapon slots is an unnecessary restriction to the game and they should have retained the four weapon slots that the first two games had.
- Some mechanics are just poorly implemented. The rappelling mechanic in this game is just completely abysmal. Isaac annoyingly moves too slow and some obstacles can illogically kill you. Some obstacles look like they have an opening large enough to fit Isaac but nope, the game says "f*ck you, you can't cross there" and just kills you. I don't even feel scared when playing this game and instead, I feel more scared that I'll die from the game's unnecessary bullshit.
- The drama between Isaac and Ellie is mildly awkward at best and borderline cringey at worst. It does not fit the Dead Space context at all.
- Danik is an uninteresting and more importantly, a dumb antagonist. There were so many moments where he could've finally killed Isaac but no, he always prioritizes giving a speech about his evil plan.
- The game feels like it caters more towards co-op players than solo players. Certain missions can only be played in co-op and there is even a puzzle that is harder to do as a solo player. There are also some areas of the game with an overwhelming amount of enemies that are harder to wipe out as a solo player. This leads to my next point. Carver should have been an A.I teammate in solo mode.

If you have played Dead Space and Dead Space 2, only play this one just for the sake of finishing the story. Playing this game is more of toleration rather than genuine enjoyment.

A forgotten relic of video game history. Max Payne mastered the art of third-person shooters, especially during its time. The fact that its gameplay still fits so well on a mobile device is proof that Max Payne's mechanics are flexible and timeless. The story perfectly captured the neo-noir vibe and the dialogue has got to be the most poetic dialogue ever written for a video game. So many quotable quotes!

This game is a fucking masterpiece. Out of all games I''ve played on a console, this is the first game that ever gave me the sheer determination to grind for the platinum trophy.

This review contains spoilers

It is definitely a major improvement of the first Dead Space. However, Dead Space 2 is more deviant from horror and delves more into action. It even annoyingly goes to the extent of giving Isaac plot armor just for the sake of the action sequences. Isaac's internal battle with Nicole could've been done better. Isaac's hallucinations of Nicole honestly just ended up being a nuisance instead of an effective storytelling tool. The hallucinations could've been a good opportunity to bring more horror into the game but that wasn't the case. The only scary part of this game was the chapter where you re-explore the Ishimura. But that just goes to show that the game hsd to rely on its predecessor to even maintain the horror aspect.

My Friend Pedro ingeniously modifies the 'Bullet Time' mechanic created by the Max Payne series by adding a variety of well-done animations as well as plenty of environmental items that you can use to take down enemies in creative ways. Level design in this game is quite phenomenal both in terms of environment design and how each level flows so well. There are times where levels don't immediately tell you where to go next (which I think is a no-no for fast-paced games like this) but overall, each level was well-made.

The game was very fun during the Old Town and District Null levels as the settings gave you John Wick vibes. The latter levels unfortunately seem to focus more on parkouring rather than shooting, which is not really what made the first two chapters extremely fun and replayable. Additionally, more work can be done to make the mechanics smoother and easier on the fingers. More specifically, the jumping mechanic needs to be ramped up.

Undoubtedly one of the best survival horror games out there. Despite the game suffering from the usual sins of a survival horror (i.e., unnecessarily sluggish movement, camera angle issues), it compensates with its ability to constantly give you fear regardless of where you are in the USG Ishimura. There is no place where you feel comfortable and safe and I think that's what makes a survival horror perfect.