This review contains spoilers

Bears a rusty gunplay, pioneer on weaponized Elder Scrolls - But it's an affordable commodity to narcotic scavange hunt. Mission loops are adorable and "bongo bingo bongo's" feel groovy while popping heads outta bodies with six-shooters. It's an economical playground of either good karma or small-town nuking. Shortcommings be as they may: Conflicting karma meter or the buzzkill main ending, are a gateway to a handsomely doomer resourcefully western fantasy. I'll be damned if i didn't got swelled up by the atmospherically dismal charm of ghost town freelancing and walking many miles just to see my father die. Can't wait to get my stimulus with the rest of the franchise, it was worth that Steam-crashing-then-modding annoyance.

Not just the beat-em-up, the stealth oriented preying-upon-armed-goons angle was such an insanely COOKED creative choice to embody the caped crusader. Attractively gothic detectivism that turns into a reverse-survival delight through seismic punchy combos and techno-noir sleuthing. So tonally splendid you'd groove from the ceremonial pacing running from one villain showdown to the next and game over screens down to the badass slow walking, gets a bit formulaic with far too easily readable boss fights to the point of unchallenging linearity, still takes a conceptual blast of comic book roots through amazingly ominous sequencing including a mindbending Scarecrow that toys around videogame metaphysics to amusing effect and a toolbox of crafty sneaking made particularly priceless when seeing the last armed guard running around while panicking helplessly. Solid pacesetter.

Admirably bold triumph of the high-concept kind of "story mode". Sure, it's not the first time this happens, but it's a welcoming encyclopedia of grand environmental storytelling and a cocktail of nostalgia meets the fantastically ghastly and adventurous violence juxtaposed on RPG amalgamation for bouncy trigger-happy / wrench-whacky / chaotically-spellbound venturing. This feeling of methodical exploration took wonders for my amnesiac memory as the game pushed me on the path of bloodthirsty scavengers and armored puppets of ungodliness like a newcoming spectator searching for a way out of Rapture. Having said that, not every singular element slaps as smoothly as i remembered- Some of the conceptual grandeur and ambiance immersion lags because of how heavily schizophrenic is the start/stop gameplay itself. The Vita-Chambers come to mind- Not only an accidental source of monotony by forcing you to re-route yourself back to the place where you died at, but also a gateway to exploit the game's economy by sheer patience- All it takes is waltzing right where you died at and overpower your enemies affordably instead of spending cash out of a dozen of medkits mid-combat. It placed a harsh decrease on my inmersion as well, having to face a similar lot of weariness by the incredilous amount of pirating (and granted, this is an entirely player's choice, but it's such a tiresome avalanche of pipe puzzles you must endure to avoid combats) take a slight detour to the entirely non-cinematic hayride people tend to praise to kingdom come. Affordable gunplay married to a grand, one-of-a-kind neurotic storytelling, it's such a galvanizing fairytale arranged with an audacious style: Retrofitted to outlandish wonder and asphyxiating dread, fuelled with mysticism almost belonging to survival horror until you get your hands on godlike powers to cartoonishly kill-or-be-killed adventuring. For all the tonally opposed Frankenstein of mechanics, oddball logistics (what's the deal with turrets of mass destruction on a city underwater?) and spectacle before philosophy, i take a grand kick out of this game for being a innovative jump of profound themes at the time. FIFA and Call of Duty was becoming the norm and this took the spotlight to remind ourselves how it's like to embark a guntotting odyssey of good versus evil, with ourselves as the moral compass while whacking a wrench at the face of the humanely wicked.

Seriously fun and too bold for this political zeitgeist nowadays. Spectacularly violent and bouncifully objective on gunplay and punchy First Person close-combat fabulousness. Side objectives are timekilling gems and hugely rewarding at the face of fantastic weaponry.

Technically more amusing and spectacular than you'd think. Has a fabulously paced and punchy joystick combat married to a seemingly effortless, virtually bombastic cinematography. Fabulous difficulty with fun takeouts and interactive elasticity. Hidden gem if you ask me.

Before Left 4 Dead, this was my ultimate sleepover hack-and-slash boredom killer.

This came with my OG Xbox with Tetris lol

Hey, you!
(Shoots without hesitation)

A genuine goldmine for low requirements gaming. Acceptably open-roam- But as a licensed game, tailor-made for Treehouse of Horror outlandish storytelling lovers.

Atmospheric dread candy. Not quite the Edgelord driven mindless horror you're thinking (not this one at least) but it finds a pulse on a reverse-slasher cold-blooded thrills. Ingeniously harsh on difficulty to a slight degree of realism, tailors you to engage on stealth takedowns than face-to-face combats since you won't go far against crowds of goons, with a highly janky and inconvenient combat for you to absolutely praise thy heavens at the sight of firearms.
Gunplay is clunky but ensures a challenging hardship given how receiving gunfire drops your health significantly, facing off mobs of goons to increasingly more powerful firing squads face an equal amount of difficulty as you'd drop dead as easily as your enemies. Bombastic action doesn't mesh too well with this antiquated cover shooter shtick but it grooves to grindhouse horror messiness by the fantastically bonkers finale where you navel-gaze towards squads of tactical forces.
The takedown system is a neat way to face the player's fascination towards violence- It's not truly necessary to perform them as vicious as they're sold, and yet, these avoid monotony to the player's gameplay (at least until you realize there's just one animation for each gravity of execution). I kept finding amusement at the simplicity of a plastic bag.
It's an imperfect and janky action-adventure of sorts but i truly admire the asphyxiating tension and nihilistic premise as a framework for a morbidly Noir quasi-survivor horror exploitation film playing you as the hero. Carcer City stands as some of the most inhospitable worldbuildings ever imaginable by Rockstar Games right next to hospital spawnpoints on GTA.

Delivers some of the most flamboyant hand-to-hand. Vigorously punchy, harmoniously arcadey and dynamically satisfying. A kickass Arkham-ization of True Crime's beat-em-up repertoire and frivolous slapstick violence. Comfortably arranged to gunplay and smooth vehicular combat, it's such a groovy playground of punching bags and Hong Kong gangster grittiness. Not everything blends smoothly and perhaps the story is a formulaic one for undercover crime-thrillers, but it's a gnarly sandbox of goofball ferocity and a highly entertaining rumination of a thousand ways to knock someone out. Offers a great lot of enjoyment i don't see in a lot of open-worlds. Underdog, and begs for a sequel.

Admirable, to a fault. Be highly wary of this: Painstakingly TOUGH detection minefields only achievable through heavy trial-and-error. F5 will be your greatest savior. Makes sneaking in Metal Gear feel like a walk in the park since SC trusts you to cross Fisher through strictly narrow hallways crammed with guards performing little to no-killing. A lot of the challenge comes by design flaws: Guards taking tricky, random turnarounds and horrid gunplay- Drunken accuracy that misdirects your shots ensuring one way to make hell rain all over you. That being said, the burdensome challenge is somewhat adorable for early blueprints of TPS stealth. A quasi-parkour mobility, lock-picking minigame tension and technological lookouts. It's a neat trendsetter of techno-noir. You're gonna shoot more lightbulbs than henchmen, and questioning guards in the dark provokes a badass cold-war dream come true. Charmingly pioneer, whilst feeling truly veteran in back-breaking difficulty even at it's easiest.

Adorable when looking at the technological front, i find the climbing mechanic amusing for it's age. It's a snappy platformer, groovy for a prototype 3D beat-em-up bonanza, comic-book apparitions abound of softhearted cheese. I'll find inmense joy of web-swinging in whatever language, be as it may "semi-open world" panning-camera obstacle courses and tricky camera angles to cloud anxiously your ziplining compass. Carnage's chase sequence had me fearing for my goddamn life and still does.

A smidge more polished gunplay, down to straight up GORGEOUS level design with stunning Moby Dick eldritch horror sequencing and an astounding endgame battle, matches the quality of nowadays exclusives by being completely devoted on visual splendor two decades before, more grounded for a grittier yet bombastic campaign and hordes mode is an enjoyable slaughterhouse of lead and exploded limbs this series pretty much excels at. This one takes the crown for me.

Outlast 2 took the "locked door, turn around and meet a larger hallway out of nowhere" from here and really thought i wouldn't notice. Splendidly fun, packs enough ballistic brutality and richly placed paranormal encounters. Actually contributes to the campaign, had this entire expansion not be de-cannonized by F.E.A.R 2's ending. Still a bite-sized joy to play nonetheless.