This is more of a rant than a review since I suck at writing. Sorry.
Driver is such a strange game, that I honestly don't know if I should be recommending to people today. I also have difficulty telling if I enjoyed the experience, or wasted more time just on being frustrated with it.
The game starts with a notorious """tutorial""" which already demands the player to be proficient enough at driving to even beat. It's a great tool for immersion, however: we ARE supposed to be playing as a really cool driver dude, who the gangsters would want to hire to do their getaways.
The rest of the game is still a mixed bag. On one hand, the driving physics are phenomenal. The cars are weighty and hard to keep on the road, which is exactly the designer's intent, since we are mostly driving around hunks of American metal and referencing 70s car chase movies along the way. However, the rest of the physics aren't exactly on the mark.
Collision physics, frankly, suck ass. Every time you find yourself ramming into a mission target car, you bounce off of it as if you're both driving bumper cars. It's especially visible if you crash into someone from the side: instead of ramming the poor bastard off the road, his course is unaffected, and you bounce off the road instead. This creates a very frustrating gameplay loop, since even affecting your targets feels like a pointless hassle. Why can't I do a cool cop maneuer, and spin the guy off the road? Or bump him onto traffic, destroying him in a head-on collision? Nope. Mission targets don't even take damage from traffic collisions!
But what truly frustrates me about the game is the cops. It's ridiculous how absoultely unhinged they are, and how unforgiving the game is with their spawns. Right off the bat, the cops are simply faster than you. Forget attempting to outrun them. Which is fine, since the game likes you outmaneuvering them by making them crash into traffic or road hazards like lamp poles or trees. What's not fine, is that cops are really good at making turns. Every time you turn (and all turns in the game are sharp 90 degrees), the cops will not lose any speed. And even if they will, the fact that they're so ridiculsly fast in the first place negates this completely. But what truly makes the cops broken are the spawns.
Every time you are on the road, ther cops will continue spawining under a fixed timer. They spawn in close proximity, be that on the road you're on, or somewhere on the side. You see, if you are on a highway or a bridge with no parallel streets and are currently in a chase, you're fucked. Every time you shake off a tail, a new cop will just spawn right next to you! And if you aren't it becomes an RNG chance of you randomly getting your balls busted anyway. What's worse, is that once you shake off your existing tail, the alarmed status will remain for some seconds, which means, that all the new cops which spawn during this time, will perfectly know your location anyway, again refusing your escape. Which is strange, snd makes no sense.
Those ridiculous rules made me start to want to avoid engaging with the police (i.e. playing the game) halfway through my playtrough, and I started to use a tactic which I call spawn-baiting: during non-alarmed status (but still with a felony), I started glueing my eyes to the minimap to see if any cop spawns on the road where I need to go. If some do, I simply... Do the opposite of what I'/m supposed to be doing as a cool and fast getaway driver, and reverse, until I see them despawn, and go where I needed to go. Repeat until mission finishes. Obviously, this won't work if you're on a timer, but hey, it's something.
Overall, I still think I enjoyed the game. It's definitly a really cool thing to see in a pre-GTAIII age. However, I wish some dedicated fan comes up with a patch of some sort to fix those issues.
And also, the last mission sucks.

Fusion is the best way to play the included games, because it's less broken than just playing them stand alone.
It's still broken, however.

OK-ish way to play the games. But the fact that (just like Fusion) it was never truly fixed, just play the OGs for your first run (you automatically get them on your Steam account if you buy Revolution).
The reason want to be playing this is workshop content and an extra campaign.

Burnout Paradise is a game that made me realize how hard racing games need neon barriers, or at least checkpoints. Especially if your racing game's specific focus is being close to your opponents and crasing them off the road.
Please play literally any other Burnout game.

A fine version of HL1 to play for returning HL1 enjoyers. Restored HEV voice lines are cool, and some extra animations work... Fine.
However it's also proof for why you don't need to restore absolutely everything you could find. Extra rooms in some chapters are unnecessary and were definitely cut for a reason. But if you're as absoultely bored of HL1 as I am yet still have the urge to replay it, this version works alright.

Chipper & Sons Lumber Co is the game most people know about as a game which was criticised for it's art style and made the creator so mad, that he used the said criticism to later create the most popular horror game of it's decade that needs no introduction. But disregarding this criticism, is Chipper any good on it's own?
Sadly, it's not. The game is essentially a grinding simulator, with no end goal in sight. You are required to build structures of varying uses, which themselves require the more and more bloated amouts of resources. While there is automatisation possible, the said auto production structures usually also require bloated resources, which creates a hellish cycle of constantly grinding resources to increase the production rate of the same resources, only to find out that the new unlocked blueprints are bloated even more. The process never changes, you do the same things throughout the entire playthrough.
What doesn't help is that half of the resources you need to progress rely on random chance of dropping, sometimes only dropping from talking to the same NPC in 1 minute intervals. And even adding to the pain of it, the map never actually becomes bigger: you just get more lots to build structures/grow trees, with the rest of the playable area staying completely static from the very start.
The only saving grace the game has is the writing. Scott Cawthon is good at making witty dialogue with dark humor inserted from time to time, even going as far as hinting at Chipper being some sort of murdering psychopath, which is played for laughs. No, I'm not going to write a theory about it, since it's just Scott's way of adding comic relief to the game. I liked the writing so much, that it made me kind of excited to play FNaF World at some point in the future.
Is it worth playing? Well, it's worth at least trying out. I only completed the game because I'm planning to play a fan-made sequel (Tyke & Sons Lumber Co.) in the future.

Imagine Hunt Down the Freeman, but actually good.
This is probably the besat HL2 mod out there, boasting it's great level design and variety, well written story, charismatic characters, and improvements to base HL2 formula, and all this while being as lore friendly as possible for such an ambitious project.
You play as Bad Cop/3650's clone afyer the events of EZ1 who is tasked by the Combine to search and capture Judith Mossman, while being granted freedom of thought just for this mission, which separates the MC from all the other Combine soldiers. Which means, he can talk. Which in itself means, that now we're playing as a Build Engine era protagonist, but this time in HL2 setting.
Surprisingly enough, the idea actually works, because the 3650 is extremely fun to listen to and play as. A lot of character has been put in all of his interactions, as well as weapon animations. The story brings in a lot of unique twists which I won't spoil. I will only say that it is truly a by fans for fans project, which means it's highly recommended to play thorugh at least HL1 with all the expansions, HL2 with both episodes, and at least Portal 1 prior to going into EZ2. And also, make sure to bring Wilson along with you :)
As far as gameplay goes, it seems the devs were playing through HL2 and were taking notes about everything they didn't like, because basiclly all of mine personal issues with it are fixed here. A lot of surprises with returning foes happen, as well as brought back remotely activating explosives from HL1. The expansions are so big that calling this mod Half-Life 2: Opposing Force doesn't feel like stretch at all.
And what's the most baffling about this project is that it's absolutely FREE.
TL;DR It's good, please play it.

A short good to mid mod for HL2 where you play as a metrocop shortly prior to HL2's events.
The opening sections and the rebel camp raid were fantastic, by the end of the game it starts dragging on with long underground sections, ending in a poorly designed bossfight where you don't know if you're winning until it ends.
Really, the only major reason you should be playing through this is the sequel.

At the time, Valve seriously considered releasing half-life content regularly in episodic format. Because of that, they allowed themselves to release this, which essentially setup for what's coming next (spoiler: what was coming was ep2 and nothing else), so there is really nothing outstanding about this game in isolation. Of course, it wasn't meant to be experienced in isloation, and should not be rated this way.
Nothing wrong as far as gameplay goes.

A short (~20 minutes long) technology demonstrator game released to showcase new (at the time) features in the Source engine. Also includes a test for the developer commentary system which was so well recieved, that it appeared in nearly every Valve game going forward. Too bad they only came up with it now, I wish I could see this in HL2 itself.

Ah yes, challenge. Didn't know it meant getting killed by a thing you couldn't predict coming, loading a save, avoiding the said thing, only to die again from another unpredictable thing, repeating the process. Such game design, such mapping prowess!
But seriously, I have no clue how this was allowed on Steam. There is not a single good thing about this mod, it looks and plays like ass, even it's idea of texture work is taking existing HL textures and drawing with MSPaint on top of them.
Oh, and the title is literal clickbait. No, it's not related to Quake in any way other than GoldSrc engine, it's named like that to confuse you that it is.

A bite-sized HL1 expansion you can beat in a sinlge sitting, despite coming out later it uses no assets from Opposing Force. Nothing wrong with it, but it's not particularly outstanding or memorable either.

Adrian Shephard makes a pretty funny face on the cover art NGL

oh and the games is good feels like a natural expansion of HL1

I'm just gonna say... Sabato Nabe is the best singular fandisk ever released