Stylistically, this is an absolutely charming and unique experience. The script has a certain confidence that is quite warranted, and the localization is spectacular. However, some of the puzzle sections are less than stellar, and the overall progression is quite awkward.

A noticeable improvement over its predecessor. Levels could get a bit samey, but the gunplay did a good job of staying fun throughout. The atmosphere and sound design are great, too, and Thel is a fantastic character.

Definitely rough around the edges, but with a whole lot of heart. The presentation is uniquely perfect, and the atmosphere does an excellent job minimalistically communicating the setting, as is typical of the genre. Some of the characters, namely the Transmitter characters that aren't Sumio or Tetsugoro, could be more tightly characterized. The Placebo plotline is on the whole more compelling than the Transmitter plotline, and a lot of that is owed entirely to Tokio Morishima, the story's best character.

Can be very frustrating at times, but has a solid gameplay loop. Atmosphere and music are obviously incredible.

Clearly a very well thought-out game, with a lot of heart behind its presentation and characters, but the gameplay comes up a bit short for me. The best way I can describe it is that the whole thing feels like an execution test. There's little creativity behind the puzzle platforming, rather, it feels like every challenge has a deliberate correct answer.

Insane. Insane premise, insane execution, insanely deliberate. It starts smart and slow by initially having a focus on SOL and romcom. This works wonders to set up the cast, which by the end, is truly amazing and one of a kind. All of this culminates in the true route, which is one of the ballsiest pieces of fiction I've come across. The first four routes are excellent in their own ways, but the true route is a masterpiece in its own right. Bravo.

Not quite as much of an improvement on its predecessor as I would've liked, but I suppose that wasn't entirely necessary when 2 was already so solid to begin with. Also, the story feels a little dumbed down, and I would've liked if the Arbiter had more to do.
But damn is this ever fun to play. Weapons and vehicles are a blast as always, and the levels do a great job of communicating the scale of the war. It's also impressive of Bungie somehow found the perfect way to capstone the entire trilogy.

1996

Legitimately has one of the best engines of any FPS I've played. Movement is fast and has a lot of momentum. The guns and enemies are pretty straightforward, though two particular enemy types stand out as particularly frustrating. The architecture is great, though it can get a bit repetitive. In short, this had the base to make an amazing game, and what we got was great, but not as good as it could've been.

A short and sweet experience. Competent in its simplicity, and it doesn't stretch itself too thin. For better or worse, the story progresses exactly as it first appears, with little in the realm of surprises. I enjoyed it as I was reading it, but it's not really gonna stick with me.

The story has a lot of fantastic stuff going on, both overarchingly and episodically, but its impact is definitely lessened by its poor pacing. Cases are arbitrarily drawn out, which has sort of been a problem with most AA games, but this game is surely a worse offender than the four that came before it. The two new main characters, Kay and Lang, are excellent, and fit right in with the rest of the cast. Overall, I think this game had a lot of potential that was unfortunately marred by poor execution.

Can be kind of hit or miss. The nighttime levels are ambitious and interesting, with a phenomenal atmosphere primarily thanks to the music. At times, though, they can be a bit boring to walk through. I would've preferred a more desperate feeling like I was alone and being hunted. The daytime levels are more traditional Halo, just more stripped down. A lot of the success of these levels is owed primarily to Halo 3's awesome engine, as they don't bring anything new to the table. Overall, solid Halo, and I applaud it for trying something new, but it's definitely rough around the edges.

Came very damn close to giving this a perfect score, because, just, wow.
Actual perfect direction, eccentric but simple characters, and a mysterious premise that never gets old.

I wanted to give this a higher score by the end, but unfortunately I think the first half kind of drags. I also think this chapter tries to do a bit too much all at once, which can make it feel kind of unfocused. Some of the stuff at the end matches the high peaks of the last chapter, but overall it lacks the same consistency as its predecessor.

First, let's get the obvious thing out of the way. Yes, despite being a fangame, this stands shoulder to shoulder with the official Metroid games. All the requisite ingredients for a good Metroid game are there: the atmosphere that is equal parts ominously alien and intricately futuristic, the complex exploration that rewards a careful eye, everything. That being said, the metroid hunting can get a little repetitive, and some of the locations leave just a little bit to be desired. I could see myself liking this more with a replay, but for now, it's solidly second fiddle to Super.