Cept....he does have a point. Most of the games he does review, are terrible overblown pieces of mutilated cow dung. The only reason franchise like Call of Duty or Halo exist is because people lap up that shit up. I mean seriously, why'd we go from 10 guns, health that doesn't regen, and runny jumpy rocket shooting action to 2 guns, regenerating health, and set pieces that are pretty to look at but engage as much as a fly humping a horse?
Ironbite-IT'S DEVOLUTION THAT'S WHAT IT IS!
Because modern shooters are designed primarily for consoles rather than PC. When designing for a controller rather than a keyboard and mouse, more than two weapons becomes completely impractical. You can bind each gun in your inventory to it's own key with the former, but there's just not enough buttons on a gamepad for that to be possible. Sure, you can use a single button to cycle through each gun, but that just results in a lot of cheap deaths from trying to cycle to the gun you're after in the middle of a fire fight. Instead, it's much more practical to just have two guns that you can switch between with the press of a button.
With this change, one of the biggest incentives for exploration is removed, while at the same time, the designer has a lot more control over what the player will experience. In an older PC shooter, beyond the first room or two, you've no idea how much ammo and what guns the player will have. With a modern console shooter, you can almost guarantee what two weapons they'll at any given point in the level just from where the gun and ammo pick ups are placed. Since the emphasis is changed from big sprawling maps that encourage exploration to linear and very tightly controlled maps, regenerating health is a pretty logical next step. With completely linear levels, health pick ups are really just a formality. Regenerating health, on the other hand, does complement this new design philosophy of an overall very tightly crafted experience quite nicely. Without it, a level designer can't know how much health each player will having going into any given encounter. With it, you can guarantee every single player will begin each firefight with full health, and so you can design accordingly.
So yeah, that's basically why that's a thing.