This game is regarded as having the best story in the series, but i couldn't care about it. The lack of focus on Niko's revenge in exchange for his employers/friends boring archs didn't help. Sure, GTA games doesn't focus so much on its protagonist story, but the people surrounding him. San Andreas/Vice City has only an idea of a plot concerning its protagonist, just like IV, the story is more interested in the people you encouter, but they were way more interesting in those games than the 15 identicals criminals/mobsters you work for in this one. It needed more Brucie-esche characters.

That wouldn't be much of a problem if the game didn't sacrifice it's gameplay in favour of the gritty-realistic story, it didn't need to have a soap as a vehicle, or such a small number of weapons, or a cover system so clunky that is better ignored, or a city that has nothing to do or to buy, as the game seems more interested in you only doing what they want you to do (Niko's friends calling him every minute he is not in a mission).

That said, although this game has only two types of missions, car chases and shootouts, the latter were always fun, especially playing with no auto-aim, yeah, was the same mission over and over, but the different locations, house interiors and ragdoll physics made the game for me.

The radio stations ads are gold as always.

Could be better if it took the NFS The Run idea (the length as well) and developed more, afterall, the strongest part of the game is the big map and the diverse biome you can drive. Unfortunetly, the things you do outside racing isn't great, the progress system and car unlocking are awfully disgusting, the map is loaded with visual pollution and not even the soundtrack can cheer things up. Racing is fine enough, a shame the rest isn't.

2013

Interesting how the game tries to play with the concept of power fantasy on its design but fails ultimately.
Knack always starts small/weak and keeps getting bigger/stronger and gaining different powers (incorporating elements) throughout the levels, which makes a compeling idea in how the player has to deal with the adversities with small-knack (bigger focus on the enemies moves and attacks, as you can die easily) and later with bigger-knack (just smash).
This constant variation in the way the player interacts with the world should be interesting enough, but rarely is, as Knack moveset is so limited (one punch and one 'special') no matter his size, that there's no difference in how the game can be played, just dodge, attack and repeat.
Some enemy attacks are more creative and can complement knack's moveset in a way that makes the combat work, but you can count these instances.
In the end, Knack is such a simple game that it's hard to not think this was halfway in development when released.

I was expecting that a console launch game directed by the lead architect on the console itself would use more of it's functionalities, half of the buttons on the controller aren't even used.

A breath fresh air in the franchise. Although the latter games were good, they were still following the same WWII FPS formula.
Thankfully they tried something new with the start of the generation, droping from the airplane at the start of each mission (and sometimes after dying), seeing the whole map and beeing able to choose where to start is great.
This goes along with the open-ended level design which is way superior than the linear corridor from previous games, and an all new weapon upgrade system that, while basic, is a nice change and incentivizes changing weapons to see how they will turn up.
The different locations you go through are a massive improvement, as they are more divesified and generally with a landmark estructure to draw attention, a nazi fortress, a roman ruins temple, the destoyed church, a tank factory, and that Flak Tower which is the most memorable setting from the franchise. Wish the game was longer.
That said, the ideia of spawning enemies in an open environment game like this breakes a lot on how you approach the objectives and is a shame the last two missions loose themselves on the overabundance of the worse enemy-type, snipers and rocket-lauchers, finishing the game with a bad taste.
Disappointing that EA pushed this aside to make a Modern Warfare Clone.

Starting Operation Market Garden with that optimism from the soldiers as Arnhem from Frontline starts playing is a banger.

Ace Combat 3 (Japan version) evolves everything from the previous one, but unfortunately I wasn't able to connect as much as the others. The focus on history was inevitable to keep the franchise updated, and it's not bad by any means, but it's told in such a confusing way that it's difficult not to ignore everything right at the beginning. The story is great, but only when you are reading the summary on the internet. A shame, because the atmosphere and aesthetics are excellent, the gameplay is still perfect and hasn't aged at all and the choices lead to such cool paths that it's worth going back and finishing the different endings.
The more electronic soundtrack fits the game perfectly but I don't like it as much as the energizing rhythm of the second game.

The level design is disappointing, the first levels are too linear and when mixed with the small amount of enemies that this game has, gets boring fast. The last levels have so much non sense puzzles that is impossible to not get frustrated. The mid game is solid though.
The art direction is very interesting and provides a new horror look compared to the previous DOOMs, although the enemies visuals doesn't look right with that desaturated reddish color.
The soundtrack works as an good ambience sound, but looks very similar to each other. Besides, it doesn't seems to suit the (not very fast, but still) fast paced gameplay. Often the music just stops and I had to finish the level with complete silence.
And the saddest thing, the lack of proper animations on the guns, almost every gun in the game stays practically motionless when shot.

The oppressive atmosphere created from the clunky controls, hard Stealth and early Hitman game design is excellent. Karl can barely walk cause of enemies camouflaged in the distance, his low health and delay to change weapons isn't suited for close direct combat and forces the players to move slowly, observant and always afraid. Therefore, Sniper Elite has a great game loop, going from high and low dangerous areas, the game rewards the player in the best way possible, with rest, as now you can save peacefully and progress towards the next objective.

Heavily divided on this one, the system driven level design is excellent, the apex of the franchise, everything is polished and works as you would expect, enemies react as it should and you interact with the world appropriately. The problem is that Ubisoft knew this, so the rest of the game is poorly done, being the grindiest as well as having the worst story in the franchise. Besides that, the whole Assasin's Creed identity is lost, as the story ignores the Creed completely in favour of building a gang (?).
It's a shame, especially after Unity returned to the roots of Ezio's Era, with the Assassin's more present and a urban setting so immersive, something Syndicate does extremely well with London and it's mechanics of building an Creed (gang in this case).
I had fun while playing, stealth is super satisfying and the game mechanics integrate well with the missions, but they only scratch the surface of what they build and is depressing seeing the wasted potential.

The strengths appear when played speedrunning, as the platforming and combat are way too simple to be enjoyable, but to be fair, that's probably because the game is best when ignored everything around it and you're just passing by.

This review contains spoilers

The general story is basically “find Ciri”... for sixty hours you go from town to town asking people for information and returning favors. First Geralt goes to the Bloody Baron, then goes to Keira, then goes to Triss and an infinite quest of finding Dandelion, just to find out she's not there. Then you go to Skellige [she's not there either]. This is 80% of the game, just walking and going nowhere. After this you get to the awfully paced final act, you call all your friends for the big battle, there are some awesome fighting cutscenes, everybody is helping each other, it feels like the ending, just to find out you called the wrong friends and now you need to gather the ‘mages friends’ for the big big battle, and here we go again.
There is a part near the end of the game where you finally know the location of Ciri, the wild hunt is coming fast, you are on a magical island, but to get to her you need to help some random dwarfs. This is The Witcher 3 storyline in a nutshell.
I got the 'bad ending' and beyond being sad and all, it is literally bad.
There are some good “sub-stories” in the main quests, like the Baron one, but the majority of them are mediocre, the main characters are very charismatic though. In the story aspect, the side-quests save the game, with random encounters and bizarre creatures that expand the lore in a way that the main missions don't.
The combat is some kind of hack and slash wannabe Dark Souls and it's just not fun, some of the fights you can lock the camera on the enemy, close your eyes and smash attack button+dodges. The combat is the same from beginning to end, nothing that changes the combat flow is added, which is disappointing for a game like this.
Everything gameplay-related feels poorly developed. This game has the worst horse-gameplay I've seen. Geralt moves like Tommy Vercetti. Half the open world is wasted space filled with generic bandit camps and monsters nest. Most of the loot is crap. The majority of abilities on the skill tree are useless.

Wish devs were less oblivious about the players dumbness. I didn't know you could enter in those scenes as my mouse can't rumble like a controller, so i discovered 90% of the footage without knowing much about it. Even triggered the ending. A tutorial mechanic that would only appear to players that didn't performed that action or that passed X ammout of time without entering the thing should be implemented. I can understand a tutorial mechanic would feel off putting, but it would be way less harmful to the player than finishing the game without learning its bare minimum.

With so many side characters that doesn't add to the main storyline and a main one that isn't interesting at all, this game feels more like a prologue to a bigger thing. A story with no climax, a discovery that comes from (and to) nowhere and a journey without relevance for the protagonist or even the user.
The OK-ish puzzles or the absence of a real impact on your choices wasn't much of a problem in itself, the story is the focus and so it was, for better or worse.
Music is great as the others Circular games and Tron media.
The story isn't as concise and focused as it's Circular predecessors. This needed a bigger budget to work, a shame it didn't happen even with Disney support. Hope Mike get that for his next Tron things.

Tron Lives!

This place is a message... and part of a system of messages... pay attention to it!
Sending this message was important to us. We considered ourselves to be a powerful culture.
This place is not a place of honor... no highly esteemed deed is commemorated here... nothing valued is here.
What is here was dangerous and repulsive to us. This message is a warning about danger.
The danger is in a particular location... it increases towards a center... the center of danger is here... of a particular size and shape, and below us.
The danger is still present, in your time, as it was in ours.
The danger is to the body, and it can kill.
The form of the danger is an emanation of energy.
The danger is unleashed only if you substantially disturb this place physically. This place is best shunned and left uninhabited.

This place is a message... and part of a system of messages... pay attention to it!
Sending this message was important to us. We considered ourselves to be a powerful culture.
This place is not a place of honor... no highly esteemed deed is commemorated here... nothing valued is here.
What is here was dangerous and repulsive to us. This message is a warning about danger.
The danger is in a particular location... it increases towards a center... the center of danger is here... of a particular size and shape, and below us.
The danger is still present, in your time, as it was in ours.
The danger is to the body, and it can kill.
The form of the danger is an emanation of energy.
The danger is unleashed only if you substantially disturb this place physically. This place is best shunned and left uninhabited.

The first 4 hours on the resort are actually great, discovering the map and going back and fourth doing it's side quests while exploring can be rewarding at first, but the game mechanics can't sustain more than that and it starts to fall apart abruptly.
The game was clearly made for melee weapons, and they kinda work, but the gameplay with firearms is bizarrely bad and they still force you to use it. Crafting/upgrades/creation for weapons is awful and spending money for repair and for some weird damage upgrade isn't engaging at all. Besides that, the skill tree is made entirely of silly things (one point for 5% more stamina? really?), which creates a game that doesn't make the player become involved in as it could.
It's clear those mechanics were left in this state in favour of the game focus on 4 player co-op and replayability factor, which fails even playing this way.
Dead Island's idea can work, but not in this way, focusing more on it's world building, exploration and mission design is the way, not some barebones RPG system, gunplay and repetitive missions for the aforementioned co-op.