Warhammer 40,000: Space Marine 2
The loudest power fantasy on the market, and the rare licensed game that actually feels like the thing it is licensing. Two years of free updates turned a good campaign into a genuine live game.
The gold standard for remakes: reverent where it counts, ruthless where it needed to be. Capcom took a game that routinely tops all-time lists, rebuilt it from the studs, and somehow improved the parts nobody thought were broken. Thirty-eight hours and three difficulty runs later, the herd's verdict is simple — this is what remakes should be measured against.
Leon Kennedy, six years past Raccoon City and now a government agent, is sent to rural Spain to retrieve the President's kidnapped daughter. What he finds is a village of people who are not quite people anymore, a parasite called Las Plagas, and a cult with architecture ambitions well beyond its budget.
The original's B-movie camp is preserved but recalibrated. Leon still quips, the merchant still greets you like an old friend, and Salazar is still gloriously ridiculous — but the horror is played straighter, Ashley is a person rather than an escort-mission liability, and Luis gets a genuine arc that lands. It's the rare remake that adds emotional weight without draining the fun out of the room.
Modern over-the-shoulder controls with one crucial addition: the parry. Any attack — a machete swing, a chainsaw, a thrown axe — can be turned aside with a well-timed knife block, and that single mechanic transforms crowd control from panic into rhythm. Encounters become fighting-game decisions: shoot the knee, close in for the melee kick, parry the counterattack, keep moving. It is the best that Resident Evil has ever felt.
The knife has durability now, which sounds like an annoyance and works as brilliant resource tension — every parry costs something, so bravery has a price. Weapon upgrades, attaché-case Tetris, and the merchant's exclusive tickets give the loop a light RPG spine, and treasure combining rewards actually looking at the environment.
Pacing is Capcom at its best: the village opening is a masterclass in escalating pressure, the castle turns claustrophobic and strange, and the island — the original's weakest stretch — is tightened but still the low point. Regenerators remain the single most upsetting enemy design in the genre. Mercenaries arrived free after launch and is a whole second game for score-chasers.
The RE Engine at its peak. Rain-soaked Spanish villages, torchlit castle halls, and some of the best facial animation in gaming, all running well beyond 60fps on modest hardware. The lighting does most of the horror work — the flashlight sections in the caverns are as tense as anything in the series. Performance was strong at launch and improved further with patches; ray tracing is available and, unusually, worth it.
Near-perfect action design. The parry alone would justify a remake; combined with pacing, enemy variety, and a resource economy that never stops squeezing, this is the most mechanically satisfying game on the site.
Three completions, New Game+ upgrades carried forward, Professional difficulty conquered, and Mercenaries still open on the desktop. It replays like an arcade classic because every encounter is a puzzle you can solve better. It trails only the biggest RPGs on hold, and only because it eventually ends.
Both nostrils, buried deep. If you own one horror game, own this one — and then buy it again for your friend who says they don't like horror games. It'll convert them.
Fresh verdicts the herd sniffed out recently.
The loudest power fantasy on the market, and the rare licensed game that actually feels like the thing it is licensing. Two years of free updates turned a good campaign into a genuine live game.
A small Polish studio built a Skyrim-shaped world out of rotting Arthurian myth — and the exploring is so good you'll forgive the combat. Mostly.
The most relaxing game about total misery ever made. Six years and eighteen seasons later, the mud simulation is still unmatched and the herd is still winching.
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