Trendsetting by all means. Ventures magnificently the chain of blockbuster protagonism for our mad trigger-happy amusement through joyous sound design and astronomically wonderful crafts of first-person storytelling. Blesses itself with the effortlessly astounding sequence of "All Ghilled Up" to take the throne of any mission ever made on the entire franchise.

Comfortably violet, wacky puzzling maelstrom. Kaleidoscopic and furiously stimulating all at once, behaves like a rubics cube of isometrical slaughterhouses and instakill adrenaline. Beat it 5 times and i'm thinking about a 6th one. ¿Guess who's got two thumbs and likes hurting people?

On one hand, it's got one of the most relentless, grittiest campaigns i've ever played and by far the most improved and weighty TPS gameplay ever, and in other ways the story had me longing for a proper chapter of Sam Lake's fascinating, bleak and goofy criminal underbelly to bring closure with the NYPD wisecrack grief-stricken cop.

Marvelously written, Sam. Beautiful balancing of idiosyncratic Runyonesque darkly-comedic screenwriting onto hard-hitting, sentimentally drowning Shakesperean tragedy. Every swing hits to the chest in the best-worst way possible for majestic Noir glory. Technologically polished too, added physics and guntotting madness for our trigger-happy amusement which just clicks abundantly satisfying to distract us from the emotional damage. Seems awfully more downing if we say goodbye to Sam Lake's Payne from here onto the Rockstar sendoff. There's no reason for that incredible catharsis that final Poets of the Fall needle drop to hit so tremendously by the end. The witchcraft of evocative storytelling.

Stupendously cinematic for the age, a bounciful accolade of heroic bloodshed and a lovechild of different styles- Moody tragedy as the ammunition to John Woo breakneck spectacle and larger-than-life Lynchian existentialism. If not for the aged yet marvelously balanced gunfighting, the screenwriting was COOKED. It's still such a hypnotic oddysey thanks to McCaffrey (rest his soul) and Sam Lake's masterminding surfing on atmospherical coolness. Remedy peaked here.

Majestic, in the sense it's a seemingly whatever third-person bypassing the market only to trojan-horse a shellshock simulator. I would've given anything to have this game surprise me before having to hear about it online, but it's structural choice-making, seemingly mechanical gunplay for TPS cliches and sheer amounts of phantasmagoric curveballs of existential dread still felt amazing to devour. Terrifically rockstar, i wish we could see more of these hard-hitting type of videogame boldness.

All my fellas know THIS was the prime past-bedtime banger. Ridiculously bouncy, sensorially satisfying and overall tremendously challenging while marching forth. I don't give a fawk it's getting buried by every newer title, it's a trendsetting masterstroke of joy and portable rejoice before that became everyday bread.

Effortlessly gorgeous, yet somewhat abundant of the gaming-cinematic script maelstrom. The stunning plane sequence comes to mind, the ease of buttery-smooth third person combat is marvelous and it's such an atmospherically dandy campaign. However... How many hours have i burnt into this mother's multiplayer- Nothing else gave me an insane amount of dopaminic joy like achieving a perfect headshot or ranking up grenade kills on those servers. Extra star for those priceless MP times.

An astronomical improvement, literally a blockbuster with stratospherical interaction before that became the norm. Struggling opening, but proceeded to feed me thrilling combat sequences- A mesmerizing building jump cutscene that lives rent-free on my head and escalating hoops of fire for trigger-happy adrenaline. Trains folding into tunnel visions quests of heroic glory, gun-totting knights and falling debris sandwiched seamlessly with puzzle breathing rooms. It's a straight-up Indiana Jones gourmet. Totally prime.

Definitely a warm-up, prototypical Prince of Persia with guns. It's visually, sickeningly green at times with plastic trees as the summit of 2006' forest aesthetic. Some of it's shoddy physicality didn't age well, the granade throw control-tilt gimmick sort of amused me back in the day, but also added to it's hellish clunkiness. Cute parts alongside the simplicity of third-person combat, somewhat struggles with things like an abhorrently difficult motorboat sequence. Very much paves the way for it's infinitely more polished sequels.