Ok, an oldie but a goodie here, one of 2008's best, Dead Space!
Any fans out there? If you haven't played this game, you need to go out right now and rent it or buy it. It's something you can have in your library just to goof off on or for the sake of showing your good taste, like the original Bioshock. However, you can get everything out of it in a few days of rental.
This thread is going to be chock-full of spoilers, and if you haven't played the game then I recommend you leave now and play it while knowing nothing. Even knowing the basic game mechanics will ruin half the fun for you. I'm playing this for the 3rd time, and only now did I realize the absolute depth of detail in this game! I want to brag on it, and to analyse it in detail.
So, my second time through (Impossible, Plasma Cutter / Line Gun / Force Gun / Contact Beam) I noticed that while things are surprising and so detailed and varied that some events seem randomized, every single event in the game is actually scripted. The only exceptions are a few spawns that only occur when you visit certain areas (mainly stores) at very specific points in the timeline.
Everything from the monsters' appearances, entry points and times, and even relative value of their drops is scripted. Some variance will occur with some of these due to the game's AI. I actually find this level of detailed attention, with every factor from the exact movements and noises down to the timing and triggers preset, to be beautiful. They literally experimentally fine-tuned every single moment in the game to be as unsettling and frightening as humanly possible. They used every cliche'd trick in the horror book, and they did it so perfectly that it's possibly the scariest game ever made and no one seems to find fault with it on any level.
Next, the physics. The physics are excellent. They made only two sacrifices to realism, and both are interrelated and necessary for smooth game play. 1, everything movable except certain scripted objects gives way to Isaac Clark as if it's made of styrofoam. 2, monsters grip surfaces like they have superglue-strong bonds until they die, at which point they become much like any other movable object. The fact that everything weighs almost nothing means you won't be doing much damage by slinging large objects at creatures, sadly. You CAN pull yourself off into freefall in zero-g environments by goofing up your Stasis/Kinesis and overloading the safety measures built into the overly-realistic physics engine, though.
More physics: The weapons. Ok, there's one goofy thing where limbs that could take huge damage during life are severed instantly and easily after death. Otherwise, the weapons' interactions with the environment are stellar in every way. The Force Gun, which is difficult to use and often considered buggy, is actually a triumph of vision and detailed realism. It actually creates a concussive blast by compressing air about a foot away from the gun and releasing it (mostly forward). If the monsters are on your side of it, they get bumped into you (resulting in the OMGWTF!? moments often suffered while using the Force Gun). If they're a little off to the side of the compression, they take small damage and are flung away from it sideways. If slightly on the far side (taking the full blast), they're blown to itsy bitsies, if too far away or dead center, only knocked down with less damage. Contact Beam should have been modified to be just as deadly against center-of-mass as against limbs; it seems silly that blasting something in the chest with a gigantic laser cutter does less damage than shooting off one of its legs with it (2 chest shots in Impossible, 1 leg shot).
The Flamethrower is included for all those who insist on it with every zombie (erm, Necromorph) video game release, but its damage is realistically portrayed and it's near-useless. That's the way to be completionists and stick it to everyone who wants to burn scorchproof aliens!
Ripper: wow, another beautiful original addition from the same people who rewrote the book on the futuristic shotgun and slung a grenade launcher on it (orgasming over the Force Gun again). A kinesis- or magnetism-projected rotating saw blade... they may have shown the Flamethrower for the weak piece of nothing it really was, but at the same time they introduced a new weapon to take over the flamer slot and outshine it in every way!
The Line Gun and Plasma Cutter... don't you want these in every zombie game you play? Can you imagine storming through L4D with a Plasma Cutter or abusing the Line Gun's mines and dismemberment?
Pulse Rifle / Contact Beam, well-done reincarnations of classic weapon functions with futuristic twists and secondary fire modes to make them unique, interesting and more useful.
More to come if people are as interested in the game as I am. I'd love to hear what other people think of the weapons and features, and I've figured out all kinds of things about the plot. The origins of the whispers, chanting and singing, the meaning of all of the acronymns, the true nature of Nichole...