2-2-2, priority pass, endorsement system, and yet somehow the game still manages to have toxic dps players. So many changes were made in development and live service that have limited creativity because balancing the game was too hard.

Great artstyle and a good challenge. The music is amazing and the game feels fair. The process of learning and mastering a fight isn't comparable to anything else

Doom but there's more of it. This game rules. Second run-through of the campaign isn't as good, but the first playthrough of this game is incredible.

Besides the game being slow at the start, this game is a JRPG that isn't bad. The writing is pretty good and the gameplay and ui are great

Most in-depth fighting game I've played. Incredible movement

Roguelikes rule. This game commits to its aesthetic and delivers with a well designed but challenging game providing lots of options.

SoS, Whisper and EP saved this DLC

2016

Personal bias on this one, but it had a ton of things to do

I love movement shooters. If done right the scratch an itch and power fantasy that rarely gets touched since it is quite hard to make a good one. This game is an example of the many issues which come from a bad engine and movements mechanics, leading to a multiplayer experience which is possibly the worst in the series.
To put it simply, the game feels stiff. Your double jump feels like you are locked in a direction and speed and you dash also is hard to act out of which makes it feel bad. Both this game along with infinite warfare have movement systems which do not interact with each other. Trying to double jump into dashing into wallrunning feels like you are fighting the game as you character lurches with set directional vectors instead of just having a percent increase in move speed when on a wall. The fact that you moveset feels so disconnected leads to everything feeling like a gimmick. This game is an affront to cod, to the industry for implementing supply drops and to movement shooters

The incredible ammount of planning that went into stripping all other methods of play beyond engaging in the core systems, paired with said systems delivering on every promise and fantasy culminates in the best combat system I have ever experienced.

This is just a buggy tech demo. Attachments as drops is fun, graphics look horrible and it feels bad to play though.

I remember being sold on the second I saw the coin gun. Similar to sekiro the game should be appluaded for how the systems push you to play agrresively and with style. Everything feels good, the soundtrack is great and the skill ceiling is so high that you probably couldn't even slam storage to reach it.

This game is stupid and unbalanced with campers, but its also fun for those very reasons. Everyone feels like a god and the guns feel like they aren't realistic at all, which is good for some games like this.