Shooters split on one question: do you want the guns to feel good, or do you want the fights to be a problem you solve? Arena and movement shooters are about feel and speed. Cover shooters, tactical shooters and immersive sims are about the plan.
How the guns sound and how the enemies react. A shooter with mediocre level design and superb weapon feedback is more fun than the reverse, every time.
Fast, vertical, and built so that standing still kills you. The movement system is the real weapon.
Heavy characters, chest-high walls, and a plan that survives contact for about four seconds. Co-op is usually where these are best.
Where the setting and the systems matter more than the shooting, and the shooting is still fine.
Titanfall 2 is the usual answer and it deserves it — nearly every level introduces one mechanic and then throws it away. Half-Life 2 and Doom Eternal are the other two most people name.
The arena ones, absolutely. Console shooters from before dual-stick aiming settled are the hard ones, which is why GoldenEye and Perfect Dark are better remembered than replayed.
You go in with gear, try to find better gear, and the whole tension is deciding when to leave. Losing a run means losing what you carried.
Start from something specific rather than from the genre:
Or by the machine you own:
Or start from a game you already love — every title we cover has a page of hand-written recommendations, and the best-games lists cut the same library by era, audience and mood.