Bigger and better UC2 (controversial, I know).
Actually cared for the mystery here, and setpieces are some of the best in AAA even today.

As hard as is it beautiful. Love the art and world made for the game.
Dual shooting mechanic is interesting, still need to learn how to crowd control properly.

(Played on Capcom Arcade Stadium on PC)

Makes me appreciate Streets of Rage even more.
Limited mobility kills the single player experience for me.
(Not denying its superb art and historical importance)

(Played on Capcom Arcade Stadium 1 on PC)

Reviewing it much after beating it (7 Oct 2023), I don't remember much except the love triangle, India levels, "Marco... Polo...", and being bit of a slog towards the end.

A-tier among the choice-driven adventure games.

You are rewarded for paying attention!
Someone suggested "play as if trying avoid 'horror movie character cliches' and the characters will live." Devs ensured this internal logic remains consistent with clues, reports etc.

Plot was nicely paced, filled with great branching choices. The actors were told to play stereotypes and the acted very nicely. Very well done visuals/animations and great OST from Dead Space composer Jason Graves. Nice use of PS4 motion controls + touchpad too.

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[SPOILER THOUGHTS]
- My playthrough - Saved Sam and Chris.
(Last played 3 months ago before now playing through to ending, so my judgement is clouded).
- I loved the way Josh went from a dick to genuinely great character (based on choices of course).
- Love how genre changed from Slasher to supernatural to psych ward horror to monster hunt. It kept the story so fresh. And pacing wasn't bad either.
- Butterfly effect mechanic is such a good cloak to over its choice-consequences system. Beats out Telltale's approach easily.
- Josh's backstory is sad though slightly dramatic.

[GAME PASS]
I really don't get the appeal of this genre.

Apart from a great opening and great presentation, it wasn't fun doing repetitive quests. I did try following a build guide for my rogue.
I don't think looter arpg genre is for me.

I did like the loot and gear system in games like Dragon Age Origins/II, Witcher 3, it felt substantial there.

Dreamcast port of the Atomiswave game
Got stuck 3rd level where enemies stopped respawing lol.
Very well made and looking run-n-gun, decent gun variety. Some enemy reads are cruel though.

There is so much originality here, makes you miss PlayStation Japan Studio even more.
From world, to language, to mechanics, to cheer-yet-dark plot.
I spent lot of time just falling and flying. Its so much fun.

But it's marred by repetitive missions, bad camera and combat, inconsistent story and storytelling.

Project Diva series with strictly the rhythm game mode, costume customization and that's it.
(no life-sim like Project Mirai, quest mode like Diva X)
Has most of the popular Miku songs.

Impressions (Can play upto 3 star songs; 4 keys)
- Very high production values
Every time you open Freeplay, the menu hypes you up like a beat drop. Navigating menus to playing, feels premium.
- Song selection
Not familiar with Korean music scene, but so far I really liked the songs.
- Battle Pass
Dunno why there is (adds cool cosmetics but that's it), even when there's DLC song packs.

I've not finished this game (most likely never will). Few stray thoughts

- Play the PS2 version
(PC and more-so later re-release/remasters completely remove the thick atmosphere of it.)

- Atmosphere = The dreary crime-ridden city vibe is very unique to this game, even compared to Vice City and San Andreas. Feels like London (winter sunrise, thick fog in evening, cold rains) but set in an American setting.
There's nothing quite like it.

- City/Open World = What I surprised was how big buildings feel, feels like an actual city. When the controller vibrated when the train passed above my head, it was strangely immersive.

- Missions = Very "clinical" and to-the-point (much like 2D GTA). You're a hired gun, a tool to carry out other people's work. So of course it feels boring because you have no stakes or involvement. But also, no other game does the "hired gun" game anymore.

Personal note - FINALLY finished the game after waiting for 13 years!
I played GoW 2 and 1 back in 2009, was really excited for GoW III but could never afford a PS3. After getting job and PS4, its my first game to beat on it

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REVIEW - (Writing it just after finishing)
Pretty much the height of the (classic) series with a fitting conclusion, though not without flaws.

- Gameplay - It is brilliant, loved the idea of joining magic with weapon. The game is very satisfying to play if you feel like releasing your IRL anger. Not really fan of Relics (L2 actions)

- Puzzles - While lighter compared to previous entries, they were still really fun to solve. I've personally loved puzzle solving sections in games.

- Level design and art - I can't state this enough, it is unbeatable to this day; truly god-like. Its like old epic paintings come to life, and playable.

- Story/Cinematics - Lot to say here. First third is truly epic, firing on all cylinders. Second third is equally great with more puzzles and new weapons/relics, though cinematic quality is lower. Last third is rather baffling, its like too many writers tried to do their own thing. That said, I loved the actual conclusion, very fitting for the (classic) franchise.

You can trace the lineage of modern third person action games starting from here. Its influence is undeniable.

Game itself is an OK adventure. Poor pacing and cliche story elevated by great performance and art that still holds up today.

One of the OG pioneer indie games from early 2010s.
Love the way combines meaningful (inspiring) thoughts into actual gameplay.

Plus, story of developer Alexander Bruce itself is inspiring : https://www.youtube.com/watch?v=wOlcB-JxkFw

Classic

When early 2010 mobile games were figuring out touch controls, his game came out as a confident new step.