For me
- Bloodborne
2.Demon souls bluepoint remake
- Ghosts of Tsushima
4.God of War
5.The last of us/ Uncharted.
- Rachet + clank
All good to great
Death stranding and Horizon = slop dog shit Imo could not finish them
These are the ones I've personally played.
DS is the only one I would rate. The rest are video game equivalent of marvel slop. Excepting fromsoft. Ghost has nice art direction, but is an Ubisoft game at heart.
That's fair. I was able to look past the generic gameplay because of the art direction and "samurai lol". It's a good ubisoft game, but yeah it does follow that formula (ghosts).
Demon Souls and Bloodborne are far and away the best things sony has in its exclusives library.
I like the God of war Reboot and Sequel, and I like The last of Us, but yes they do veer to close to feeling like Marvel in a video game. Especially God of war.
Spiderman and its sequels were movie game cinematic slop dog shit. Seriously who's idea was it to give Spiderman 2 so many 9s?
That game was boring as fuck.
I think we mostly agree with DS being the only disagreement. I’ve never played a version of TLOU with acceptable performance, but I highly anticipate the day when an acceptable port/emulation of 2 arrives.
The GoW reboots are cool in terms of ideas, I should give them another shot now that the hype has died down. I just wish it had more complex combat. I went from playing dmcV to to the reboot port though, so that might have biased me. I think the real issue I had was how so many mechanics are locked and I had to watch cutscenes written by poor writers to slowly unlock the stuff.
Spider-Man coasts off the movement mechanics, they nailed that aspect. It’s like death stranding for the marvel brained, in that it has flashy but shallow movement that feels good while lacking depth or Ludo-narrative resonance.
I still need to play bloodborne. Apparently the emulator is almost there.
Are the ratchet games good? I loved the originals on ps2.
Edit: oh, and horizon. “Is that a ledge? Maybe I should climb the ledge.” Just constant shallow puzzles and ubi design.