It was vibrant with an art style that was brilliant at times and it had a cast list that was just as star-studded as Arkham Asylum in terms of reprised roles.
But there's the rub. Since Arkham Asylum the bar for the superhero genre has been stuck on the end of a rocket and raised at light speed. Spider-Man: Shattered Dimensions fell way short of that, but it was still worth a good weekend or so at the very least in our book.
With scores ranging from the 90s to, well, far far lower. Alpha Protocol was applauded, slammed and everything in between (we're going to set an amicable slap on the back as the mid point).
The arguments for both sides of the debate are probably clearer in this spy RPG than any other title in recent gaming history though, since Alpha Protocol managed to cram potential, brilliance and abject failure all onto one disc.
It was a great RPG with a conversation system that produced natural, flowing dialogue, it had some good varied gameplay and demanded the player to make decisions that would affect game at later stages.
The problem was that this was a sickly child with bugs springing up everywhere and some awful design decisions. We particularly couldn't get along with the aiming system that rewarded simply standing still with one-shot kills regardless of where they hit the body. It just didn't make sense.
This noir thriller managed to churn up a fair amount of hype and even a wave of great reviews. For some reason, though, it hasn't managed to hold the same level of attention and, for some, it failed to impress in the first place.
We loved it, as did many others, for its absolutely magnificent narrative, brilliant set-pieces and its beautiful, believable world.
At the core it was a fairly simple third-person action adventure game, but it was one that was enhanced by some truly creative story-telling and gripping atmosphere that compelled us to continue.
Of course, not everyone could see past the simplicity of its mechanics and rightfully pointed out that the repetition in Alan Wake became all too evident in its later stages.
After six years in development, some people were asking for more. We felt it delivered first time and will welcome good old Al with open arms in a sequel.
Although Microsoft's motion sensor is still in its infancy, Dance Central is a great starting point when it comes to showcasing what the technology can do.
It manages to take some responsive Kinect motion mechanics and whack them in a game that's fun, accessible and addictive.
What we have in Dance Central is well thought out application - using the left hand to slow moves down in Central's 'Break It Down' mode, for example, is simple and intuitive - and another music based game that is actually sophisticated enough to develop your skills in real life.
The problem Dance Central has is that it's a Kinect title, meaning that it's part of a group that a lot of core gamers don't quite trust yet.
But they should because we think Kinect has a lot of potential as a collection of clever wires and Dance Central is the first software package to show off that potential, even if it doesn't blow us all away just yet.
Dance Central is going to bring families together this Christmas. It works so well that, when that happens, we reckon even the core gamer of family will pick himself up off the sofa. Go on, you know you want to.
We'd kind of forgive you for not even knowing Singularity's name - it had so little air time.
With looks that were somewhere between Time Splitters and Bioshock in flavour, Singularity mixed sci-fi first person shooting with time manipulation for added variety.
Although limited in its application, the time bending TMD made for some great gameplay overall; reverting broken staircases back to a more useful time or quickly ageing bridge supports to the point of collapse, bringing enemies to their untimely doom in turn.
It was another case of some nice mechanics on what was essentially a very simple game; the story in particular wasn't much cop until the end.
But we feel it did enough to warrant the very good scores it did get. This was just a case of little exposure making for little success.