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.

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.

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

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

2016

SoS, Whisper and EP saved this DLC

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

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

Despite all these years this game still holds up. The way in which Valve designs games in usually very simple. Almost every valve game exists for a reason such as to test a new engine, because they have developed a new gameplay mechanic so good it centralizes the entire game or because new technology has come out that they wish to use. Valve games do a very good job of teaching you how to use the mechanics and systems of the game and portal might be one of the best examples of this. Portal is debatably the best valve game at being a valve game, where you can pitch the game to someone in a single line and promise a grand world to them. All you have to do is tell some that portal is a puzzle game where you can make a portal to manipulate physics and your can already imagine doing so much. Valve games are never too long and oftentimes too short so you never feel like you've seen enough of a mechanic. Portal is an incredibly game with a great mechanics that still holds up.

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

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.

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

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.

Campaign was fun. Chaperone not forgotten meta was fine.. Season 4 was good. Season 5 sucked at the start but now holds some of the best guns to grind. Season 6 was pure pain with reckoning being one of the worst experience I've put myself up to. Season 7 was some of the best destiny of all time. Good benefits for doing anything thanks to the chalice, great control of rewards and a fun new type of activity. The best year of destiny