A beautiful game filled with side-quests and places to explore. The main protagonist Bayek is a strong, sympathetic character. The combat clearly takes some inspiration from the likes of Dark Souls and The Witcher, though it doesn't quite nail that feel. While this is the first Assassin's Creed game to feature RPG -type progression, it's not intrusive at all and can be easily ignored by just paying to upgrade you gear. The last truly great Assassin's Creed game.

It was a step up from Unity, at least. It's a bit of a weird mish-mash of combat more resembling Black Flag, and Unity's parkour, and a strangely lighthearted story (that almost feels like filler). Industrial Revolution-era London is fun enough to explore.

It's a fun little souls-like, with combat that feels a little less impactful than its inspiration. The weapon move customization options are very interesting; it felt a bit like unlocking the new moves that changed your whole playstyle in Devil May Cry or Bayonetta. They manage to make playing a mage build feel fun and effective, and not have it be completely busted like in Demon's Souls, Dark Souls 1, or Elden Ring. The environments, coupled with the musical score, create a mysterious atmosphere that made me want to explore. May not have too much replay value (aside from going for the best ending, and trying out the other weapons), but it doesn't cost full price either. A pretty good sale pick-up.

A fun little way to spend to spend 7~8 hours. Classic space marine weapons like the boltgun, the plasma pistol, the melta gun, and the thunder hammer feel really nice to use. Being able to seamlessly weave melee attacks in-between volleys of gun-fire feels good as well. The first half of the game is the more fun half, when you're just fighting Orks. When the second enemy faction shows up, the encounter design suddenly becomes more frustrating than genuinely challenging. Being a fan of the 40K setting isn't required, but does enhance the experience. A solid sale pick-up.

The song list is good, the gameplay is still the same fun Guitar Hero gameplay, and the career mode is unique to say the least, but this one still leaves me wanting something more. Perhaps Activision's rampant over-saturation of Guitar Hero games left this one feeling even more stale than it would have if it really were the 6th "Hero" game. Instead of the 15th.

This Guitar Hero has a lot of really neat ideas. 4 players can play any combination of instruments that they like. In the career mode, you can earn bonus stars in songs by completing unique challenges for each one. The art style was massively improved in this one too.

A decent band spin-off that released with strangely little fanfare. While it's still fun, it just doesn't have as much identity as Guitar Hero: Metallica did. Outside of Van Halen themselves, the tracklist is very unmemorable.

I'll just get the obvious out of the way first. This game is a must if you're a Metallica fan. Now for the game itself, the tracklist is awesome, it's incredibly challenging and fun, and it even supports double bass on drums for the true madmen out there.

It's Rock Band, but Guitar Hero. This game lets you creat custom characters, with a shocking number of options for its first attempt. The gameplay overall feels pretty good. There's a lot of fun and weird celebrity musicians you can unlock as playable characters, which is neat. It's a little easy, and the visuals are still a a little janky, but it's a good time.

Not too much to say about this game. If you like Aerosmith, you'll probably like this game. If you don't, you might end up becoming a fan from it. This one is on the easy side. It has some fun interviews with the band to unlock. The gameplay feels closer to Guitar Hero 2 than it does Guitar Hero 3.

This is the first game that was not developed by Harmonix, and it showed. The game's art style took a dip in quality. This game supports the most forgiving note timing in the whole series, and to try to make up for this, the hardest songs are deliberately overcharted to make them harder. Resulting in a lot of visual note diarrhea, and charts that are a pain in the ass to read if you don't use at least Hyperspeed level 3. Now for the good, the tracklist is great. This was the tipping pint where the master tracks were used for a lot of the songs, and it improves the game's sound. The career mode was a lot of fun too. Having guitar duel boss battles against legendary musicians (and also the devil) is very memorable and cool (although the final duel feels incredibly luck based, depending on what attack power you get first). Being the first truly multiplatform Guitar Hero game is a plus.

It was a glorified tech-demo that they charged the price of a full game for. The visuals are still impressive to this day, but the gameplay was basic at best, and frustrating at it's worst moments. The plot is loaded with hack writing and ends with a desperate sequel-bait. It's also pathetically short. There is no replay value whatsoever.

A bit of an odd side-game, released at an odd time. While the songlist is pretty good, and it retains Guitar Hero 2's amazing game-feel; this one can't help but feel like an expansion that they charged full price for.

While there can never truly be a perfect video game, I'd argue that Guitar Hero 2 comes pretty close. Every qualm I had about Guitar Hero 1 was fixed, while 2 sports a bigger and better tracklist. Every other Guitar Hero game rightfully gets compared to this one when it comes to how it feels to hit notes. The unlockable characters, guitars, and bonus songs all add a ton of replay value. The visuals of the playable venues are all unique and memorable. The characters are diverse and loaded with personality. The gamefeel is nearly flawless.

A very fun proof of concept that paved the way for the Legendary Guitar Hero 2. It has a good tracklist, but some of the song covers that they created for it are subpar. The gameplay had a few kinks to iron out as well (most notably how restrictive hammer-ons and pull-offs were to execute.)