Vanquish
Vanquish was created as an answer to the question of what a cover shooter would look like if nobody in it wanted to sit in cover. The player controls Sam Gideon, a researcher in a prototype ARS suit, who fights a robotic army on a giant cylindrical space facility. The suit does two things that the whole game is built on: rocket-slide across the ground at insane speed and slow down time when the hero dodges or gets into a tight spot. Cover isn't a place to rest, but a launching pad for the next maneuver.
An overheating system keeps the whole design balanced. Sliding and slowed time both draw from the same energy, and when the suit overheats, you're left helpless for a few seconds. This forces constant risk assessment and rewards aggressive play that in other shooters would mean instant death. Weapons upgrade by collecting duplicate pickups, combat against regular enemies is readable and fast, and alongside them appear giant machines where you first have to shoot off individual parts before you can attack the core. The campaign is short but designed to be replayed on higher difficulty; the game keeps detailed statistics for every mission, including time and death count, which made it a favorite subject for speedruns.
Technically the game looked excellent thanks to a sharp, metallic-cold look and the ability to stay smooth even with explosions, sparks, and rocket trails filling the screen. The music leans on electronic tempo that reinforces a constant sense of urgency, and the hero's cigarette thrown as a distraction is one of the most quoted details. Contemporary reviews were very positive, but commercially the game stayed under the radar, gaining its cult reputation only gradually. Today it ranks among the best-controlling things Japanese action ever offered on Western consoles, and its take on combat still has few real successors.
Game 64 of 259 for Xbox 360