Another year has
gone by, and another year’s worth of games have been released.
Though the world seems to burning down around us in the year 2017,
there is no denying that this has been one of the best years in
gaming for a long time. So many high quality games of varying budgets
and prices have been released that even the most obsessive gamers
(like me) had a hard time keeping up. It seemed like every week there
was something new and exciting to play.
As always, I present
these games in an order decided by a random number generator. All of
them are games I have personally enjoyed and could easily recommend.
Just because a game is not on this list does not mean it’s bad.
Rather, I either didn’t have much to add or didn’t play it.
Without further ado, my highlights of 2017 are:
Super Mario Odyssey
This was the game
that finally convinced me to break down and buy a Nintendo Switch for
myself. Along with a few of the other games on this list, Odyssey
highlights a return to form for the platforming genre many people had
thought dying or dead for years. Personally, I was surprised at how
much I has missed playing a classic Mario game despite not having
played one in years, since my cousin let me play on his Nintendo 64.
Super Mario Odyssey
was nothing less than a delight to play. From start to finish, I
constantly had a smile on my face while exploring each kingdom for
every single moon I could find. Even after I acquired enough moons to
move onto the next kingdom, I always stuck around just to see what
else I could find. Though Nintendo is often said to design video
games in a vacuum, this is also clearly a more modern take on a Mario
game, with many old game design principals getting kicked out (like
lives) in favor of ideas more fitting for the game’s theme of
adventure (like moderately-sized but densely packed and open level
design).
Torment: Tides of
Numenera
Out of all of the
western, isometric RPGs I have ever played in my life, Planescape:
Torment occupies a special place in my heart as one of the best.
Though I missed the initial Kickstarter, I was more than eager to
play it’s spiritual successor when it came out, and I was not
disappointed.
Set in one the most
bizarre, yet compelling settings I’ve seen in the post-apocalyptic
Ninth World of Numenera, the new Torment builds on its predecessor
thematically, using similar ideas without falling into the trap of
repeating the same plot of the old game. It also made the bold, but
ultimately correct choice to abandon the abysmal real time with pause
combat system seen it the like of Baldur’s Gate in favor of purely
turn-based “crisis resolution”. While the game does very nicely
resolve, I would welcome another tale of this nature by InXile.
Playerunknown's
Battlegrounds
Do you actually need
me to explain to you why Playerunknown’s Battlegrounds is worth
mentioning in a yearly-retrospective? As a strong middle ground
between the hyper-realistic military sims like ARMA and more casual
multiplayer shooter fare, PUBG (pronounced puh-buh-guh) has appealed
to so many people that it’s become an institution on its own. In my
own friend group, it was pretty common for us to get together for an
hour or two of PUBG at least once a week for several months. Even
once I tapered off, I still found myself thinking about it from time
to time, thinking if it was time to go another round.
It fixes many of the
problems the plague the military sim genre with some very creative
solutions. The ever-shrinking circle accelerates the games pace so
that matches don’t last long, growing increasingly lethal until one
contestant on Murder Island wins the coveted chicken dinner. There
are also so many different ways one can enjoy a run of PUBG and have
a good time, if not win. One can go in guns-blazing, find a relative
safe place to hide and loot, or engage in some elaborate
military-theme role playing. All are perfectly valid and welcome in
the realm of PUBG, which is partially why it is so successful despite
still being Early Access as of the time of writing.
Dishonored: Death of
the Outsider
I have been in love
with the Dishonored franchise ever since I saw the first trailer for
the original game. I love the freedom the series has always provided
to approach any given scenario in the way I want to. That said, I
always “defaulted” to stealth/non-lethal, using not much more
than the movement powers, since that’s really all one “needs”.
While I would certainly play in other ways in subsequently
playthrough, that was the one I always fell back on because of how
much I disliked the “High Chaos” endings players would get for
excessively killing enemies.
It wasn’t until
Death of the Outsider that I realized how restrictively my playstyle
was. Though protagonist Billie Lurk only has three powers (albeit
three very good powers), the game abandons mana potions in favor of a
quickly regenerating mana bar. This alone gave me a much stronger
incentive to use my powers than any of the previous Dishonored games
ever did, and I had a greater experience for it. On top of that,
removing the “Chaos” system that previous entries used to judge
player actions meant that I no longer kicked myself if someone has
accidentally killed, or if I got caught and need to fight my out of a
mess I had made.
Special mention also
goes out to the bank heist mission, which serves to cement
Dishonored’s place as Thief’s successor. That level alone
contains so many possibilities and alternative routes that it’s
easily one of my favorite video game levels this year.
Persona 5
My adoration for the
Persona series is well documented on this blog, and this latest entry
is no exception. Ignoring the fact that its central theme of
rebelling against corrupt authority is… particularly
poignant/relevant in 2017, the story and characters spoke to me in a
very real way. Each of the main characters has a strong reason for
“rebelling against society,” joining the Phantom Thieves.
Together, I just couldn’t get enough.
Persona 5 also
improves on the classic Persona formula in a lot of simple, but very
smart ways. The UI improvements are slick, responsive, and make
battles more fun to control. There were quality of life changes as
well, like the assist feature that lets players auto-target
weaknesses they’ve already uncovered. Atlus also improved the
Social Links (now called Confidants) by giving each of them a passive
benefit aside from its max rank rewards. Holding the distinction of
being one of the few games I replayed this year (no small feat since
the game is 100+ hours long), Persona 5 was definitely an excellent
RPG.
The Legend of Zelda:
Breath of the Wild
As of the time of
writing, I have not yet finished my playthrough of Breath of the
Wild. However, I have completed 2 of the games 4 Divine Beasts and
feel comfortable enough in my opinion to make this judgement. Though
my experience with the Zelda franchise is limited, Breath of the Wild
is my favorite thus far. More than anything, it embodies a sense of
exploration and discovery few games do.
I’ve had a blast
just exploring the open world looking for shrines and korak seeds.
More than that though, BotW also has one of the most interesting
worlds and stories of the Zelda games I have played. I’ve found
myself much more invested in this tale than I have in those of
previous Zelda games. Even now, I look forward to finding the rest of
the lost memories, and getting an many shrines and seeds as I can.
Uncharted: Lost
Legacy
The Uncharted
franchise has always been, for me, that old standby that I can trust
to give me a good time. Over the years, I have grown fond of the cast
of characters, always eager to join them on their next expedition.
Lost Legacy provided me that kind of video game comfort food that I
was in the mood for at the time it came out.
But even in that
space, Lost Legacy did two things that help it stick out from other
Uncharted games. First, it removed Nathan Drake from the equation,
letting Chloe Frazer from Among Thieves and Nadine Ross from A
Thief’s End take center stage. Watching their friendship grow over
the course the game made a strong case for shorter, more distilled
Uncharted games that focus on other supporting characters. That, and
the open world section in Chapter 4, show that Naughty Dog is still
willing to experiment with one of its flagship franchises, making
Lost Legacy a stronger game for it.
Assassin's Creed:
Origins
That extra year off
did wonders for the Assassin’s Creed series. Origins is a new,
fresh take on a franchise many were afraid had grown stagnant. Now,
I’ve always been a fan of Assassin’s Creed (except that one), but
even I was starting to get tired of them.
Fortunately, Origins
is a welcome breath of fresh air for the series. Eschewing a lot of
the traditional Assassin’s Creed mechanics, Origins takes trappings
from many games, including Witcher 3, Dark Souls, and Ubisoft’s own
Far Cry franchise, to create unique, but still very Assassin’s
Creed experience. While I was initially surprised that this was an
RPG, I ended up liking a lot of the changes they made to combat and
progression. Transitioning from the counter-focused combat to
something more resembling Dark Souls gives it a weight that it never
had before. In addition, the more Far Car-inspired base camps
provided some of the best stealth I’ve played in Ubisoft-produced
games.
Bayak and Aya, the
two protagonists of the game, are also the best characters that the
series has ever produced (better even than Ezio or Edward). I also
appreciated the direction their relationship goes over the course of
the game and how that ties into the meta-narrative of the franchise.
Cuphead
Cuphead is a game
that I think more highly of now that I’ve had the benefit of
hindsight. For quite a while, I had a strong love/hate relationship
with this game. One boss in particular caused me a great deal of
grief (which I’m told is pretty common for that boss). I also have
a couple of issues with the way players can purchase upgrades.
But having pushed
through all of that, Cuphead is a deliciously challenging game: One
that I’m happy to have beaten. Though I never had the chance to
play in co-op, Cuphead offers a great experience in solo play,
harkening back to the run-and-gun shooters of yesteryear. With a
decidedly retro art style and soundtrack, Cuphead is firm-but-fair in
its execution.
I must also give it
points for opening up some the most interesting conversations I have
had this year regarding art style, difficulty, game design, and
development costs. A lot of critics have come at this game from so
many different angles. I wish I had jumped on that bandwagon while I
still had fresh ideas to add, but I’m content knowing that Cuphead
has elevated the critical discourse.
Nioh
Nioh made no bones
about its Dark Souls inspiration. It had many of the hallmarks that
Souls games are known for: A currency used to level up is lost on
death and needs to be retrieved in subsequent runs, a persistent
online that shows players where and how their peers were killed, and
an heavy focus on stamina management mid-combat are chief examples of
this.
But more than that,
Nioh wasn’t afraid of taking those mechanics in a different
direction. Where Dark Souls combat is more slow and deliberate, Nioh
drastically hastens the tempo of combat, making most encounters
decisive and highly-lethal. To go along with this, there are
mechanics restore lost stamina mid-combo and press the offensive. And
in lieu of the vast array of weapons common to Souls games, Nioh has
5 different weapon types and movelists that players gradually expand
on and upgrade, much like a character-action game.
Other differences
like abandoning the open-world in favor of a mission-based structure,
the addition of a persistent currency players keep even after death,
and the setting itself in 1600s Japan (albeit a more mystical
rendition of it) give the game a feel all its own, distinct from, but
clearly nodding to, the Souls games that it draws from.
Gwent: The Witcher
Card Game
My closest friends
will be completely unsurprised by this addition to my list. After try
and failing to get back into Hearthstone, I was looking for a card
game I could casually play without committing myself to. As someone
who has enjoyed The Witcher books and games, Gwent entered open beta
at just the right time to catch my interest.
As a collectible
card game, Gwent is very unique in its core structure and mechanics.
It makes it fairly difficult to talk about it in the context of other
card games like Hearthstone and Magic, but that’s more a strength
of the game than it is a weakness. You’d honestly have an easier
time understanding it by playing it (it’s free) than you would from
me explaining it. As someone with a strong dislike of Hearthstone’s
randomness, Gwent’s focus on player decisions and strategy won me
over so quickly than it deserves it’s spot on the list.
Tacoma
As a story by
itself, Tacoma’s space-faring tale wouldn’t be all that special.
If you’ve played Gone Home, none of the twists would be
particularly surprising. Nothing there is bad, but it just doesn’t
stand out.
What does set Tacoma
apart is the way it presents it’s story. In video games, audio logs
and other such documents are commonly used to explore the stories of
characters who once inhabited a space, but no longer do. Rather than
interact with that character, you hear and read recordings written
from their perspective.
Tacoma shakes this
up by instead showing players a 3D recording of everything that
occured in a specific location on the space station they’re
exploring at a specific interval of time. Instead of picking up diary
entries, players fast forward, rewind, and observe a real time
recreation of what happened in that area. They can even see what
articles and e-mails the people there were written or viewing at the
time.
There are a lot of
smart ways the creators at Fullbright Studios played with these
mechanics, like an early example where players can learn a door’s
unlock code by watching the space station’s supervisor punch in the
code in the recording. It’s a short game, but the mechanics inside
it have potential to expand to many other games.
Hand of Fate 2
I was a big fan of
the original Hand of Fate, a hybrid deck-building card and Dungeons
and Dragons tabletop adventure with real-time combat, and this sequel
improves on that template in very interesting ways. While the combat
still feels like Arkham-lite, the addition of many more enemies and
weapon types gave it much more flavor than I remember seeing in the
first game. It feels much better to play.
In addition, the
individual missions/challenges are much more diverse than they were
in the original Hand of Fate, where each mission was just a dungeon
crawl to the end boss. Having the mechanics recontextualized in so
many different ways further encourages the player use a wide variety
of cards depending on what they can expect to encounter. Where in the
first game players could find one build and stick to it, Hand of Fate
2 presented me with many different playstyles that I needed to make
use of.
While not perfect,
and still lacking an Endless Mode, Hand of Fate 2 is a solid game
that I could easily recommend.
Hellblade: Senua's
Sacrifice
Hellblade is notable
game for so many different reasons. For one, it was an experiment in
how game developers could self-publish smaller, less expensive games
(in terms of both development costs and retail price). Despite the
$30 price tag, Hellblade boasts the level of production that one
would expect from a dedicated game development studio. I hope it will
serve to encourage other developers to go in this direction.
But even if that
element is removed from the equation, Hellblade does a fantastic job
of exploring psychosis from the viewpoint of a main character who has
it. With the use of binaural audio to represent the voices in her
head, Hellblade helped me empathize with the titular Senua more than
I ever have with a video game protagonist. The attention they paid to
medical professionals in the field of mental health and people who
have this condition shows.
Even if you don’t
normally go for these kinds of games, I would recommend that you at
least play through Hellblade, then watch the behind-the-scenes video
packed in. I found it to be an incredible experience.
Pyre
Even though I had
enjoyed Supergiant’s other games, Bastion and Transistor, I was
lukewarm about Pyre when I first heard about it. I was told that it
was a sports game and almost instantly lost interest.
Then Pyre came out,
and I was intrigued about what I was hearing. People who typically
dislike sports game found themselves drawn into Pyre. For that
reason, I decided to try my own hand, I was having a great time.
While still ostensibly a magical, steampunk fantasy basketball game,
Pyre’s mechanics and control are simple enough to beginners like me
to understand. That said, there is still enough depth to them that
players that enjoy the real-time strategic elements of sports games
are right at home.
The world of Pyre,
and its characters also held my interest through the course of the
game. I was more than happy to get to know my fellow castaways and
their backstories, and how they joined the tournament of the Rites.
With a high degree of mutability, I could easily see myself playing
this game again should the time arise.
Wolfenstein 2: The
New Colossus
This game came out
at the exact right time for me. Without getting too far into it, the
events of the past year have made me particularly receptive to a game
about killing Nazis. The New Colossus gave me that opportunity in
spades. While the game was a bit more lethal than I’d like in a
Wolfenstein game, I had a blast running through the game’s
campaign.
But more than that,
Wolfenstein 2 has such a strong cast of characters that anyone should
be able to find someone that they identify with. None of the
resistance are perfect, and some of them are deeply flawed human
beings, but they all have something that drives them forward.
And without spoiling
it for those of you who haven’t played, the intro to Wolfenstein 2
is one of the strongest, and darkest, I’ve seen in a long while.
However, it’s not dark just for the sake of being dark. Wolfenstein
2 probably didn’t intend to have a strong statement, but it came
out in a time where it’s thematic content charged it with a very
powerful message. This spoke to me in a period where I needed it, so
for that reason alone it deserves mention on this list.
What Remains of
Edith Finch
The strength of What
Remains of Edith Finch is in its ability to use gameplay as a
secondary storytelling device to help players delve into the
headspaces of its characters. It’s difficult to talk about it
without invoking major spoilers, so I can’t say much more here.
However, the way the game blends story and gameplay together is
still, even in 2017, unique to it. It’s another game I would easily
recommend to just about anyone.
Horizon: Zero Dawn
In any other year,
Horizon: Zero Dawn would probably have been showered with many awards
from major gaming outlets. It’s a well-constructed, polished game
that looks stunning. The premise of a decidedly low-tech society
combating large, robotic dinosaur creatures was powerful, and they
build on that premise in both story and gameplay.
It also did a great
job at distilling the open-world bloat into a relatively small (for
the time) map that was dense with activity. Taking queues from The
Witcher, side quests were always more than just “go here and kill
things”. They all had smaller stories attached to them, and Aloy
(played by Ashley Birch) was a great central character for these
stories to revolve around.
Tooth and Tail
As someone who
usually dislikes Real-Time Strategy, I thought I was going to dislike
Tooth and Tail. However, its mechanics are setup in such a way that
people like me, who enjoy the strategic aspect but dislike how most
RTS games control, have a lower barrier of entry. Turning the
player’s cursor into a playable character that moves around the map
and rallies other units was a smart choice that dramatically changes
how the game works.
The other clever
aspect of Tooth and Tail is that bases have a finite number of
resources they can provide before they are spent. While you still
lose if your bases are destroyed, you will also lose if you
inadequately allot your resources and run out of income. This brings
with it the kind of Aggro/Midrange/Control interplay that’s more
common to card games. Do you invest your resources quickly and hope
to overrun the opponent, or do you attempt to stall and starve out
your adversary? Tooth and Tail enables both possibilities, which adds
another layer of strategy to the game.
Tooth and Tail
taught me that while I dislike most RTS, the genre itself isn’t
necessarily the problem.
Night in the Woods
Despite the silly
cartoon animals, Night in the Woods is the most realistic game I’ve
played this year. As college-dropout Mae Borowski, players hang out
with their friends and tackle spooky happenings in small town
starving for jobs and resources. The game has a lot to say about how
mundane hopelessness becomes for people who live in towns like this
and don’t have the means, financially or otherwise, to pursue other
opportunities. It hit me on a personal level that I just wasn’t
expecting.
Something must also
be said of Mae and how the game helps its players understand the kind
of person she is. Mae is a good, but deeply flawed person, and the
choices the game presents reflect her personality. The same can be
said of her friends and the other characters met over the course of
the game. I found all of these flaws made them relatable in a way
that many of characters from other games just aren’t. I’ve met
people like them, and in some games I am like them. Having that human
element is valuable, and it’s something I’d like to see more of.
Final Fantasy XII:
The Zodiac Age
The original Final
Fantasy XII was a game ahead of its time. Innovations like the gambit
system, which weren’t very appreciated at the time, have come into
a new light in recent years. With real-time combat inspired by MMOs,
FF 12 has a wholly distinct feel that stands out even today among its
more modern contemporaries.
It also deserves
praise for the more politically focused and motivated storytelling
unique to games that take place in the world of Ivalice. Though it
doesn’t quite match the level of storytelling seen in Final Fantasy
Tactics and Vagrant Story, Final Fantasy 12’s narrative holds its
own as one of intrigue, alliance, and betrayal. It’s villains are
some of the more relatable and compelling in the history of the Final
Fantasy franchise. Even all these years later, I still found myself
hooked in, eager to experience this tale.
This edition of the
game also brings in the highly praised Zodiac Job System from the
International Version that never made it to the United States. These
changes drastically improve the progression system giving each of the
6 characters a distinct feel instead of carbon copies of each other.
They also fixed problems like the legendarily difficult to obtain
(without a guide) Zodiac Spear. In other words, it’s the definitive
version of the game.
Kingdom Hearts 2.8:
Final Chapter Prologue HD
Giving how…
opinionated I’ve been over the past year about the Kingdom Hearts
franchise, I’m sure a lot of you are surprised to find this on my
highlights list.
Despite the tone
I’ve taken, I’m still a massive fan of Kingdom Hearts, and this
was a very strong collection. For all of it’s crazy storytelling
nonsense, Dream Drop Distance is a fun game to play. Sora and Riku
offer similar, yet distinct playstyles, adding some variety. While a
bit of the overpowered side, the new Flowmotion system made
travelling about each level an extraordinary kinetic experience.
There’s also
something to be said for the infamously named “Kingdom Hearts 2.8:
Final Chapter Prologue HD: 0.2: Birth by Sleep: A Fragmentary
Passage”. The name is silly, but the game is not. Though it’s
only about 4 hours, it was fun to play as Aqua from Birth by Sleep
once more, especially in the new engine. As both a stand-alone and a
preview for what we could expect from Kingdom Hearts 3, I was more
than happy with this offering.
This was a strong
package-deal that made me excited about Kingdom Hearts all over
again.
Nier: Automata
Nier: Automata was
my semi-regular reminder that Yoko Taro is the most delightfully
insane game designer I will ever know of. Taking place 10,000 years
after the original Nier, Automata tells a compelling narrative of
humanity, self-determination, and self-worth that I find myself
thinking back on even now, nearly 8 months down the line. To say any
more would ruin the experience for people who have yet to play it.
But if you haven’t, you owe it to yourself to try Nier: Automata if
you are able to.
That said, story and
writing on that level are exactly what fans of Yoko Taro have learned
to expect. What we didn’t expect, and what set Automata apart from
his other games, was the Platinum edge. Platinum Games, with their
expertise in character-action, helped bring Yoko Taro out of gutter
of mediocrity that his gameplay has been stuck in for a long time.
This was a match made in heaven, and the end product shows that quite
clearly. I can only hope that their relationship continues of offer
games at this level of quality.
Echo
Echo’s primary
gimmick is one of the most unique I’ve seen in a stealth game. As
an intruder in an AI controller and operated palace, the player must
sneak passed manufactured automatons during both a “lights on”
and “lights off” phase. While the lights are on, the palace’s
AI tracks every single movement the player makes, from performing
sneak attacks on guards to walking through water. This recording
stops once the lights turn off, and the system begins to reboot.
Once the system
comes back online, the automaton-guards incorporate everything the
player has done into their routine. If the player walked through
water in the last lights on phase, the AI would now be able to do it
on the current lights on phase. Fortunately, the system also forgets
everything it learned before that, so anything the player did 2 or
more cycles ago, but not in the current cycle, is forgotten.
This means that
players need to manage their actions to prevent the guards from
learning too much in a given phase. In one area, I remember
deliberately avoiding vaulting over objects so that if I was caught
in the next cycle, I would always have that escape route to get away
from the guards. It was also shocking the first time I had the AIs
sneak attack and instant kill me because I forgot I had “taught”
them that. Though the mechanics takes a bit of a backseat towards the
end, they do play with it in interesting ways.
For making me think
about my situational awareness and method of approach more than most
other games do, and for introducing an intriguing concept to the
world of stealth games, Echo left a strong impression on me.
Prey
Created by Arkane,
the team behind Dishonored, Prey does to System Shock what Dishonored
does to Thief. That is, it takes the core aesthetic and gameplay
ideas from its spiritual ancestor and bring them into the modern age,
with the knowledge of game design acquired over the past almost 20
years.
Taking place during
an alien infestation on the Talos 1 space-station, Prey has player’s
take the role of Morgan Yu as they attempt to both stop the
infestation from spreading to Earth and escape with their lives.
Without spoiling the game too much for new players, the game’s
intro is one the best I’ve seen. It sets the tone and stage for the
game so well that it’s astonishing. I was eager and willing to
scour Talos 1, learning about the people who inhabited and how they
coped with the stresses of their situation.
In terms of play,
Prey’s chief innovation would be the GLOO gun. As a weapon, the
GLOO gun can be used to slow down and trap enemies by covering them
in a sticky, adhesive gel. This leaves them open to critical attacks
or buys the player more time to escape. But more than a weapon, the
GLOO gun is a useful exploration tool. The adhesive can be used to
put on fires as a kind of make-shift extinguisher, temporarily halt
the flow of electricity so that players can safely cross hazards or
hack object unharmed, or form platforms to traverse the environment
with less difficulty. Just this single item has so many uses that it
becomes a staple in the arsenal.
With a vast array of
other weapons, skills, and tools, Prey rewards creative problem
solving and experimentation in it’s mechanics more than most other
games I’ve play this year, challenging my critical thinking. So few
games do this that I have to give credit where credit is due.
Magic: The Gathering
It might not
technically be a video game, nor a 2017 release, but this is my list and I can do what I
want. I started learning how to play Magic last year, but it wasn’t
until this year that I truly started to immerse myself in it. So many
people talk about why Magic is a strong game that has endured for
ages that adding my voice to that won’t accomplish much, but as
someone for whom Yu-Gi-Oh has fallen out of favor, Magic filled a
void for me.
My only wish is that
I had a group I could reliably get together to play semi-regularly.
Absolver
I was almost
completely blindsided by Absolver. Up until it’s release, I had
never even heard of it. Once it made a name for itself, I figured it
would be worth giving it a fair shot.
As a vaguely
asian(?) monk training on a mountain, players must roam around and
defeat 7 major bosses before they may earn the title of Absolver.
While the story is nearly non-existent, the combat of Absolver is the
real draw. Like Remember Me, players create their combos based on the
moves they’ve learned before combat even begins. Using a four-way
stance system, players decide which combo they will use based on what
weapon they wield and what stance they are in.
They are several
different character types as well, and each have their own method of
countering or negating attacks. By performing these counter on
incoming attacks, players can learn them, adding them to their own
repertoire. It’s a very intricate system with a lot of moving
parts, but one that can be mastered.
I still have fond
memories of fighting against other players in Absolver, even though I
only spend a single weekend with this game. The fact that it left
such an impression on me is no small feat in the year 2017.
Yakuza 0 and Yakuza
Kiwami
I have been told
about the Yakuza franchise by close friends of mine for a long time.
With the releases of Yakuza 0 and Yakuza Kiwami this year, I figured
there would never be a better time to give the series.
Thankfully, my
friends were all right. What Yakuza excels at more than any other
game is managing its tone, knowing when it can be silly and fun, and
when it has to get serious. Rare is it that a game comes where I can
spend 30 minutes on a hilarious side quest and then transition into
the more serious, dramatic flow of the the main story without feeling
awkward.
Part of why both
games manage this dance so well are the characters Kazuma Kiryu and
Goro Majima. Both of them are just as comfortable in a street brawl
as they are in an arcade, or going bowling, or racing Hot Wheels. One
moment, one of them could be saving a beat-up civilian from a gang of
street thugs and the next, they’ll be inspiring a lesbian at a
local cabaret not to give up and keep looking for the woman of their
dreams.
If I had to distill
the essence of Yakuza into a single word, I would make that word
“sincere”. I wasn’t expecting a game about organized crime in
Japan to be such an emotionally sincere and forthright experience,
but I’m more than happy it is.
Crash Bandicoot: N
Sane Trilogy
I cannot deny that
much of why I like the Crash trilogy does come down to nostalgia. As
platformers from the PS1-era, you do need to have some tolerance for
the game design tropes of that age to really enjoy these games.
That’s not everyone, and I won’t fault anyone who dislikes these
games.
For me though, I
play Crash 2 and/or Crash 3 every single year, sometime in the
summer. Those games, the Spyro games, and the Medievil franchise
occupy special places in my heart that predispose me games of their
ilk.
And that, more than
anything, is why I can appreciate the work and attention to detail
that was needed to translate these games into this new, high
definition remaster. Though there is an issue with loading times, I
was thrilled to see just how accurate all of these levels and
mechanics were to their original PS1 counterparts.
It’s weird to end
this list on a nostalgia pick, but I won’t argue with the random
number generator.
And there you have
it. This has been a marvelous year in gaming, and looking at what’s
in the pipe for 2018, the trend looks to be continuing next year.
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