The third installment of the Resident Evil Saga, it manages to stay on par with it's predecessors. It manages to create a truly engaging and fun setup of following upon Jill Valentine and new characters within the streets of Raccoon City for both a great utilization of setting, characters, and narrative. The overall presentation is great with solid art direction in cinematics and in-game qualities, and overall splendid audio design, though falling apart in subpar level design for very tedious traversal. The gameplay is great, adding new mechanics and re-affirming old elements, with some challenging difficulty, though it's ruined by the very clunky and mismanaged controls. Overall, still a great entry to the series that is worth it.

Halo: Combat Evolved serves it's purpose in being a highly-captivating first-person shooter title. It's creative concept of an advanced space military setup creates for a very fun and solid story campaign and cooperative basis, alongside the very polished armor look of Master Chief, the fun Cortana, and perfectly well-crafted setting of Halo, a giant ringworld that sucks the player into the land of this galactic ring. The very alien audio design is superb, from the different sounds utilized from each human and covenant weapon, the air of a banshee, and the vocals from the covenants make the world feel alive, and the epic dystopian music helps amp up the tension in each encounter. The gameplay also manages to keep variety to prevent repetition throughout the experience, from the warhog driving, banshee flying, and player-strategic gunplay, that if only offered, never gets boring. The controls are tight and each encounter feels just right for difficulty, allowing the player to really think out each attempt from weapon combinations, hits, grenades, and different types of enemies to keep things enticing. It's only semi-drawback is that the level design is progressive, but each seperate section of the campaign can be way too long and drags things out, even repeating the same layouts.

The successor to Resident Evil is a true step-up in every way. The flaw of voice acting is removed, as every performance fits in with the characterization and cheeky vibe of the game, with the new cast not only being memorable and more fleshed out, but the dual-narrative option between Leon Kennedy and Claire Redfield makes for an exciting playthrough. The new story of a city infested with zombies and biological experiments makes for an engaging and refreshing continuation to the original's set-up in being larger in scale. The new equivalent to the mansion being a police department is very detailed and well-designed, with every room and hall having the same spooky atmosphere as the mansion. The music and sound effects remain top-notch and the art direction fully embraces it's b-movie horror aesthetic with a lot more flavor. The controls and difficulty remain tight, but the gameplay adds more to the established mechanics of the original, with Leon and Claire being more distinct in control, the gunplay more difficult, puzzles more challenging, and survival still having the same weight of necessity to the player.

A survival horror experience, Resident Evil, becomes the definitive version of that banner. RE presents a b-movie level horror experience that has a distinct look and appeal to it, added with the very glooming and anxiety-enducing music and sounds. The setting of the Spencer Mansion is a character within itself, being a truly haunting atmosphere and the level design being built off it with items and enemies spread around to keep attention. The gameplay is very intense and engaging, with inventory mangement, minimal weapons and items, and having to solve puzzles in order to escape adds for amusing progression, with very adjustible tank controls and skilled-based difficulty. But it's one downfall is the voice acting being out of tone with the rest of the game, and though characters are likeable, they are basic, but the spooky fun mystery makes up for it.

The third entry in the saga, Silent Hill 3, does not fail to deliver. Appreciation comes from the much harder difficulty really bringing challenge and pushing the player to survive, as well as mostly responsive and tight inputs, and though the gameplay adds minor tweaks, it stands out in portraying the role of a helpless teenage girl. Art Direction really shines here in reviving the first game's hellish, demonic, and nightmare-fuel atmosphere to the maximum in artistic glory. The sound design is the best in really unsettling every noise and the more rock score is very pleasing. Both in setting and level design, SH3 stands out in bringing the horrors of the foggy town into the real world through Heather's steps, shaking things up and adding more variety, even when re-visiting the streets. Heather Mason is the best protagonist by far and the supporting cast is very serviceable, with the voice acting (though a little off) greatly adding depth. It's story may be a little repetitive, but it fades away for greatly concluding the loose ends of the original installment and leaving behind another classic in survival horror.

Silent Hill 2 serves as a highly earned staple into showcasing gaming as an art form. The very surface-level gameplay perfectly works in serving the player into the role of a helpless ordinary man in a scary situation, but is greatly boosted by the countless complex puzzles that are mostly great, the strategic monster fights, and environmental traversal. The art direction replicates the original Silent Hill, but contains a more psychological edge which helps in making it independent, but truly speak to the player and add more to the illusional horror of the series. The overall atmosphere is perfected in making the player unsettled, and the soundtrack goes so hard in being present, and the level design is improved by truly expanding the game whilst not dragging things out. The story is highly well-written to the level of the standard of art, retaining complex themes and characters that truly play around with the unforgettable playthrough unfolding that holds this as an all-time classic not of the survival horror genre, but gaming as a whole.

A survival horror title, Silent Hill is revolutionary in focusing on the horror than the survival. The gameplay is servicable, with tank movement and weapon control, challenging enemies, and achieveable objectives. The only small issue is that of puzzles as they can be way too unspecified. The same applies to the level design, as though it's semi-linear open-ended environment of Silent Hill and clear checkpoints are tightened, sometimes a minor miss of something can ruin the rest of the playthrough and towards the end, it's handle of everything feels not as well planned out as the rest of the game. Noted is that though the game's length is fine, an extra setpiece would've been nice to truly make the game feel complete. But the gameplay is serviceable in portraying the "everyman" of Harry Mason. The art direction is very ominous, hellish, and mysterious, with it's only drawback being the human models looking a bit off, but not entirely horrific, and it's mix up of cinematics and cutscenes are genius. The characters are servicable, but are basic and nothing special, with it's only engagement being the story's mystery and symbolism. The real appeal is of it's setting and audio, as the alienating sounds from the depths of hell, beautifully evoking music, and the town of Silent Hill having a distinct atmosphere with such ambience, hauntingness, and pure nightmare-fuel make it an unforgettable experience.

Arkham Origins is a very non-revolutionary entry in the Arkham saga, but it's still great. It's strong pros are that the story is by far the best of the series for containing both heart and genuine superhero charisma, supported by the truly well-rounded cast of characters and greatly touched Christmas setting to the city of Gotham. The score is downright cinematic and well-handled and the sound design is great in traversal and action effects. The difficulty is consistently stellar for bringing some decently challenging setpieces. It's weak cons are that the level design can drag these setpieces out a little too long and be repetitive, the art direction though great in both a more personal-grounded edge, great cinematics, and Christmas appeal, pales in models, lip syncing, and animations. The gameplay as well though not bad, adds nothing really new aside one cool minor mechanics, and the controls can be very over-arranged and unresponive at moments. It's still a great game in the Action-Adventure genre for containing the appeal of Arkham.

Arkham City is more than just an incredible Batman adaptation and Arkham Asylum successor, it's also a great video game. The gameplay formula being already perfect, this entry makes sure to add in some new simple mechanics and expansion upon it's sets to really add more to the already fun playstyle. Controls are tight, albeit unresponsive at times, but is much more fluent in different areas and the difficulty is much more enjoyably increased. The much more gritty and grounded art direction is appreciated, futher improved audio and iconic music. The level design is greatly changed up due to the now city landscape setting really allowing to creatively add more to this universe and providing many fun opportunities. Though the story is a little bit shorter, the pace does flow nicely and manages to pull off everything, especially with more side quests and better boss fights. Where the game really shines is within the more developed and variety of characters, as well as the simple superhero story that really knows how to make the game non-stop fun from beginning to end.

Arkham Asylum's entire mission is to replicate the portrayal of the iconic superhero character, Batman, and does it in such creative sensation. It's art direction has a proper balance between a grounded look to the characters, but also a very gothic and eerie style to the overall story that is both unique and perfectly emulates the material, juxtaposed to the rightfully hitting sounds and cinematic music. The story perfectly works as a standalone piece that both serves in being a playable experience, but also a well-written sequence of events that truly embody the lore of the character's universe, as well as the great cast of characters that all serve a role in the story, and the island setting being a great locale for this game. The gameplay perfectly contains the essence of the Dark Knight, with so many layers of combat, gadget inventory, grapple traversal, and detective analyzation that creates a bundle of mechanics that are immersive, fun, and work under the character, supported by the easily adjustible control scheme that keeps things entangled. The only minor flaw is that though the difficulty is very player-based in skills and the level design keeps refreshing the game to prevent repetition, certain boss fights can be a tad too simple and moments can be too easy. Despite all of that, Arkham Asylum is a masterwork in translating the world of Batman comics to the gaming scene.

A prequel to the God of War trilogy, Ascension fails to explain it's existence and stands as just a basic God of War title. The story is very non-existent never allowed to unfold itself and is left feeling incompleted, along with the characters never being explored, but the two leads at least remaining likeable, it's only achievement being the setting feeling immersive as always. The audio is way off, as the soundtrack is forgettable and sound effects have no weight, along with voice acting never syncing up, the level design is decent, but is very repetitive, tedious, and boring, with only some memorable setpieces. The art direction is also mixed, as though it's not entirely unappealing, it feels plain and basic, with no real texture or artistic significance. The gameplay is decent and playable, but it doesn't add anything new and when it does, the mechanics are never fully executed, the control rearrangement is also a little wonky and difficulty can be so extreme or light.

The finale to the God of War trilogy may not be flawless, but is the best version of a God of War game. The story may not be perfect, as it's forced in and unfitting themes and minor plot holes are clear, they don't ruin the highly engaging final adventure that Kratos endures that is an epic setpiece after setpiece after setpiece. The game is well constructed, a more cinematic and grim direction, epic audio work, conflicted characters, and inventive world. The gameplay is not really changed, but works for it being a finale and still providing new elements as it goes along, with everything coming in full circle.

The sequel to it's predecessor, God of War II, takes the original's foundation and perfects it. The story is much larger in scale and sets a heavier goal that makes for an engaging adventure, going alongside greater character development and creative locales. Level design now feels more inventive with standout setpieces that change up the game, larger range of sound effects and proper music, and a now more adventurous tone to the art direction. The gameplay is greatly improved with now a new system of abilities and weapons, complex controls, and balanced difficulty.

God of War presents a very simple tale set in Greek Mythology filled with themes of tragedy, revenge, and power that is all around amazing in keeping the player's attention to see the protagonist's backstory unfold. The construction of the game from it's fantastical audio, battle-designed linear paths and very brutal flare help make the game unique. The hack-and-slash gameplay really make the player feel like a vengeful and powerful mortal from it's easy controls, combos and weapon range, and abilities, with the game's only downfall being it's difficulty making everything a little too easy.

The end to Nathan Drake's story, A Thief's End, leaves the perfect ending mark to a great series. The highly-engaging and well plotted cinematic story filled with twists and turns, the developed characters that are performed perfectly have incredible roles and concluding arcs that are satisfying, and the locales are larger-than-life with every piece of it being a work of art. The structure of the game is well handled as every beat is top-notch and doesn't leave one second feeling incompleted, and the gameplay is fully perfected, feeling more cinematic than ever before, from new mechanics, re-arranged controls, and improved elements leaving for an iconic and grand end to Uncharted.