I think what makes sin & punishment so great — other than the exhilaratingly snappy paced set piece monster sandwich of a campaign, killer soundtrack, and pristine level design paired with a borderline sexual difficulty curve — is that it's the perfect crystallized representation of the core elements of the "shooter game"

Anyone whos played a shmup, run & gun, FPS or TPS knows these games are made up of two core elements. Move to avoid getting hit, line yourself or your reticule up with the enemy and press the shoot button to win. Move and shoot.

What makes S&P stand in contrast to its contemporaries is that there's virtually zero interplay between these two aspects. Moving doesn't affect your aiming (considerably) and aiming has no effect on the camera or your movement.
This disconnect between the two elements ends up creating a unique appeal where you're essentially playing two different games at the same time, a 3D shooting gallery and a 2D "dodge em up".

This inherent multitasking element plus the set camera let the designers create deliciously demanding scenarios like having to focus your aim on a mobile enemy in the top right while noting the missile arriving from the bottom left in your peripheral vision and making a bet with yourself that you'll reflect it without ungluing your eyes from the top right.

Were this a standardized FPS/TPS, the dynamic camera and 3D movement wouldn't afford the same level of clarity or precision that allows S&P's obstacles to be as tight & demanding as they are.
Were this a shoot em up, you'd have the clarity and precise movement but the (generally) restrictive way that shooting works doesn't allow for the multi tasking element to emerge.

This isn't either of those things though. It's straight up moving and shooting at its rawest and most literal. It's Sin & Punishment all the way through, baby.

Reviewed on Nov 19, 2020


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