1993

benefits from being perceived as a piece of experimental visual artwork instead of a video game. it's normal for japanese sensory toys to reach their developmental conclusion with the first one of the pattern, so their fans are naturally hesitant to pay attention to any better first person shooters

a rehearsal of the most important pc game ever, many good setpiece fights. snoozefest in continuous start. e2 is the best of id developed classic doom content

biggest disaster the united states would have to endure on september 11th

sound design is the sole reason why q2's singleplayer clicks and every fps that came to imitate it in the timespan lasting up until hl2 does not. humans who ignore it are of the same incestous breed who ignore q3a's soundtrack. peak movement

https://www.youtube.com/watch?v=nLGvIgjq20A

atleast gz's improved ai makes q2's base campaign shine in a new light

an archetypical adolescent cringe ttrpg campaign with all potentially interesting exposition taken out of a rulebook lazily and cluelessly as a backdrop for family guy jokes. avellone is right about nuking the NCR

1998

if half-life hadn't released, this sewer crawler wouldn't have magically turned not awful

carried by the sheer feel even through inferior pipeline level design [almost feels like dreamcast was the prioritized platform], environmental design and the [thankfully never to return] decidedly ttrpg-descendant character progression

the last decent gta game and the last decent rockstar north game

getting through this excuse of a bargain bin corridor shooter and tacked-on stealth has caused me to collapse into chronic gaming fatigue

the forerunner to every lone wolf tactical fps with binoculars. punches above its weight with vibes and strafejumping

kingpin has a stronger creative identity