I enjoyed playing through this with a friend, the concept of a co-operative game that doesn't actually require connectivity to play through was quite interesting and well executed.

Humour was hit or miss for me but I found myself getting into the plot more as it progressed. Pretty cool point and click overall.

Incredible art and overall production quality, for the time but even today holds up extremely well. There were a few awkward exposition dumps, very Kojima but a little clumsier than MGS for example.. Possibly translation related? The constant theme of perversion throughout was a major negative.

2013

Nice visual design and atmosphere. Gameplay very simple, dialogue seems completely unnecessary.

2006

A simple game, not very ambitious but I think executes well everything it set out to do. The sixaxis controls are very smooth, the game looks and sounds beautiful and puts you in a very relaxing mood, although there is a tinge of menace and mercilessness in the way you can consume every living creature you meet on your journey.

Much improved combat over the first game and much prefer Japanese VAs. Overall good story and characters.

Combat janky and frustrating in places, but still quite satisfying. Great story and characters. Side objectives are mostly not that interesting or occasionally very difficult.

Wasn't sure at first but I really warmed up to this game. Controls are a bit clunky and dated, but there is a lot of personality, great characters, good sense of humour. Minor elements of frustration but enjoyed overall.

This game was fun, loved the overall vibe. Performance was just terrible and got annoyed with the janky controls at times but for the most part it was a good experience.

Still holds up even today, the PS1 graphics somehow add to the tension that the game successfully builds throughout.

I had fun with this game. At the beginning it's kinda annoying and doesn't make sense, initially you are very underpowered and you just have to keep gradually building up resources until you can buy some permanent upgrades.

Once you have a good number of upgrades, the game gets into a decent flow where you have to remain somewhat engaged to get a viable build, choosing some objectives for each run in order to unlock stuff is quite satisfying and fun.

Once you get a good build going though, the game basically plays itself and I feel like the game becomes very boring at that point. You are just waiting for the timer to tick up until the run ends.

The variety in weapons and upgrades is pretty cool though, and even as you get more experienced you end up with crazier and more overpowered builds which do still manage to entertain me quite a bit.

I really respect what Wadjet Eye tried to do with Unavowed, and a lot of it worked really well for me. However, ultimately I think it was perhaps a little too ambitious in scope for the resources that they have available.

By having so many choices in the game, it means that a huge chunk of the game is not seen in a single playthrough, with many optional pieces of dialog and character building. I think the development resources were stretched a bit too thin in order to achieve this and I felt this most keenly in the puzzle design - almost every puzzle has a very simple solution, there are very few items in the game and much of it is progressed simply by exhausting all dialog options. Many of the encounters feel quite shallow as different characters need to be able to slot in and out of the situations depending on your choices.

I do like the characters and the world, some more than others, and I really liked the idea of having companion characters along for the ride with lots of idle chitchat and colouring the world for you. The "silent protagonist" style makes sense and they do some cool stuff with it, but I still didn't really like it. Your main character is incredibly dull in almost every way and it doesn't really make sense that you have as much control over events as you do.

Still I would be interested in a tighter, more focused sequel. Personally I would prefer if each mission just had set companions that insist they come a long for whatever reason and the entire sequence was structured with those characters in mind.

The achievements were also very annoying, requiring you to play through the pretty much the whole game with every possible combination of characters in order to get them all.

I like point-and-click games, and I like a cyberpunk setting and I think this game delivers. It explores a lot of dystopian sci-fi concepts in I think quite compelling ways. I'm not sure if it brings anything new to the table but it is extremely competent in adapting existing ideas. The spread of characters is interesting, with good vocal performances all round. A decent sense of humour, and a lot of great worldbuilding.

As a point-and-click, it is also competent with mostly good puzzles that can sometimes stump you for a while but nothing that is completely ridiculous.

This game is clever, exploring some interesting ideas around player agency in video games and ludonarrative dissonance - it's also very funny.
It does outstay its welcome a little bit I think though, and while it could only ever really be a game to get its message across, it also doesn't offer much in terms of compelling gameplay.

Played this game both singleplayer and co-op, I think this is generally an improvement on Conviction with fun stealth mechanics, gadgets, etc. The game often lets you play it like a standard shooter, with loud guns, grenades, etc. and playing this way feels a lot more generic.

Even playing full stealth there is some weirdness and glitches, several sections where it seems being spotted is unavoidable but if you replay repeatedly and things pan out just right you can most times avoid being seen.

Still this game can be a fun time and I have always enjoyed Splinter Cell co-op (although it may be a lot more difficult now that Ubisoft took down the servers).