Another year has
past, and with it another assortment of fantastic games. It seems
that as the years go by, I find it harder and harder to keep up with
the near constant flood. Even if I quit my job and spent all my free
time playing, I'd never be able to come close to touching all of the
remarkable games that game out in 2018 alone.
That said, there is
still a respectable number of games that I did play this year. And,
as in previous years, this space is dedicated to the ones that stood
out. This list is presented in random order, and just because a game
you like doesn't make this list doesn't mean it's bad. Rather, it
means it didn't evoke strong enough feelings from me to make this
list, or I just didn't get around to playing it.
With that said, the
highlights for 2018 are:
Deltarune
I was lucky enough
to get in on ground zero of the craze that became Undertale before it
grew into the phenomenon that it has become. I feel in love with its
wonderful cast of characters, and its premise, well before it got
lost in a barrage of memes and internet in-jokes.
So when Toby Fox
silently released this game around Halloween, out of nowhere, I had
to do the same once more. Taking place in an alternate universe from
Undertale, Deltarune feels like a logical extension of what made Toby
Fox's magnum opus so great. This time, though, players are given a
whole adventuring party of humans and monsters to spare the foes that
stand in their way.
Odds are, if you've
been on Twitter for any length of time, I don't have to tell you
about Deltarune. You already know.
Detroit: Become
Human
Good lord, how on
Earth did a David Cage game make in onto my highlights list in the
year of our Lord 2018.
Those of you who
watched the Interactive Friction season on Detroit: Become Human will
be familiar with my adoration for Bryan Dechart's and Clancy Brown's
performances as Connor and Hank respectively. The way the two
characters play off each other is so genuine, and the actors clearly
had a great time on set.
I may have... strong
opinions about the other 2/3rds of Detroit, but this section is so
great that I would gladly play a standalone game of Connor and Hank
solving cases and fighting crime.
Ni No Kuni 2:
Revenant Kingdom
I wasn't a fan of
the first Ni No Kuni when it came out. I thought the monster
capture/recruitment mechanic was completely unnecessary, and a lot of
the bosses were more frustrating than fun to fight.
Ni No Kuni 2 fixed
that problem, but it kept that same whimsical nature that drew me
into the first game. In times like these, I needed that more than
ever.
What impressed me
even more is that despite clearly being developed for a younger
demographic, Ni No Kuni 2 doesn't shy away from more mature or adult
themes like racism, worker exploitation, and what it means to rule.
(Waypoint wrote more about it in their coverage of the game.) Some
might call it's outlook naive, but that's exactly the kind of game I
needed at the time.
Assassin's Creed:
Odyssey
Seeing Odyssey come
only a year after Origins made me nervous, especially since franchise
fatigue is what I was starting to associate with Assassin's Creed.
Fortunately, Odyssey, while clearly taking much from its predecessor,
did a lot to stand out on its own.
Even now, I can
think back to some of my exploits in raiding fortresses. It always
start out simply enough, stabbing a few guards and trying to hide the
bodies as best as I can. Then, something goes wrong... I fail to
notice a patrolling guard as I make my move, my carefully aimed
sniper shot just misses, or I just decide it's easier to go in and
kill everyone in a bloody spree.
It's never the
reinforcements that cause a problem, on the rare occasions the guards
successfully light the signal fire. Those are just extra small fry,
not worth fretting over. No, what scares me are my fellow
mercenaries. Every witnessed kill, every theft or crime while I'm
raiding this fortress adds to the bounty on my head. And a big enough
reward attracts the strongest of warriors to join this cascade of
mooks on my tail.
Even after I
complete my raid, the bounty persists, and I have to decide to wait
out the storm, pay off or kill witnesses, or use my notoriety as an
opportunity to slay my way through the ranks of mercenaries on my
journey to the top. Stories like that mark my time in Odyssey well,
and often I deliberately get caught to see these mechanics come into
play.
On top of that, the
quest to hunt down the Cult of Kosmos is one of the most satisfying
Assassin's Creed has had in a long time. It was delightful to scour
the realm for clues as to the identity of each cultist, and stalk
them in the open world, and take my chance when I saw the
opportunity. It is moments like those the make it clear where Odyssey
shines, and it shines bright.
Dragonball FighterZ
Dragonball FighterZ
was, to me and my playgroup, more of a year-long event than it was a
video game. We played this game together more than we did any other
this year. Not only did FighterZ tap into the nostalgia I have for
the number of hours I wasted away my youth watching Dragonball Z on
Toonami, but it's a solid fighting game on top of that.
It's also one of the
easiest fighting games to get into right now, devoid of the many
overly complex button inputs seen in its contemporaries. Combined
with its noticeably lenient demands for timing/execution, it's hard
to recommend a fighting game other than this to get someone into the
genre.
But anyone who calls
it "simple" is dead wrong. As the likes of GO1 and SonicFox
demonstrate when they go at it, experts get just as much out of it,
if not more, than people like me do. I rarely watch competitive
fighting game play, but I tuned in to every Dragonball FighterZ event
I could see.
Not only that, this
was the game that got me back into Dragonball. I started watching the
most recent Dragonball movies and Super because I was playing
FighterZ, and I'm glad I did because the Tournament of Power was one
of the best storylines this franchise has ever produced.
So thanks to
Dragonball FighterZ for both giving me so many great nights with my
friends and rekindling a spark I didn't think I still had.
God of War (2018)
Never, in a million
years, would I ever think that I'd begin to show sympathy for Kratos,
out of all the characters in gaming, but the new God of War managed
to do that.
The latest in the
Sad Dad series of video games started by The Last of Us, God of War
takes place well after Kratos has killed the Greek Pantheon and
caused untold damage in that world. It's a story about his
relationship with his son, Boy, and their journey to fulfill his
mother's dying wish.
At the time, a lot
of popular discourse, and even discussion between my friends and I,
revolved around the choices to make the entire game one continuous
shot. There are no cuts, even during "cutscenes". Whether
people thought it was a mistake, the gold standard we should expect
from here on out, or somewhere in between, it was a bold artistic
decision, and I can't imagine how much work went into it.
Beyond that, nothing
God of War did was particularly unique in the realm of video games,
but it was all polished to a mirror shine. It's rare to see a game as
graphically stunning and technically proficient as this, and that
deserves to be commended.
Under Night In-Birth
Exe: Late[st]
Though I didn't give
Under Night anywhere near as much time as I've given to Dragonball
FighterZ, what time I have given it with my playgroup has been an
excellent time.
It's hard to say if
I would have given this game the same commitment I gave FighterZ if
it was the only game in that slot for me, but the fact that FighterZ
did come out really such made such a time sink that much more
difficult.
Still, for the few
fight nights I spent playing Under Night in good company, it deserves
a shout out.
Yakuza 2 Kiwami (and
3-5)
(I know that Yakuza
3, 4, and 5 weren't released this year, but I played them for the
first time in 2018, after I beat Kiwami 2 and I want to mention them
in the same breath. Shame I didn't have time for Yakuza 6: The Song
of Life.)
What can I say about
the Yakuza series that I didn't already say about 0 and Kiwami last
year? Well, Yakuza has an extraordinary ability to transform
otherwise mundane everyday tasks into interesting and varied
gameplay.
I have fond memories
of playing as Kiryu in Yakuza 5, and spending hours on the taxi
driving side missions. Though I only needed to complete a few of them
as part of the story, I sat there ferrying people from point A to
point B, obeying all the traffic laws and keeping up conversation
with my passengers, having a fantastic experience. As odd as that
sounds, similar experiences mark each of the games in the series in
their own way.
Something also needs
to be said for the developers allow players to feel the passage of
time from installment to installment. It feels nostalgic to come back
to Kamurocho and exploring to see what has changed. The city begins
to feel like home, and I found myself learning building placements
and street names between games in a way that I never do with most
other games. Yakuza offers a sense of continuity and place that's so
rare that I couldn't help but notice it.
I not only grew fond
of Kiryu, Haruka, and the people they work with. I grew fond of the
world they inhabit. There's something special about that.
Magic the Gathering
(and MTG Arena) / Eternal
If last year was the
year where I dove earnestly into Magic, this year was the one where I
began to figure out the best way for me to make the most of the game.
Now that Arena is in
Open Beta, and Kaladesh (and Amonkhet) has rotated out, playing
Standard feels a lot better than it did last year. The game is in a
healthier state with more varied and interesting decks than there
used to be.
In addition, I’ve
started playing Commander, a 100-card singleton format, with a play
group on a semi-regular basis. I find myself thinking about deck
construction and matchups far more than I have before, trying to keep
my play group competitive, but healthy. We have players who are
competitively-minded, and players who are focused more on their decks
flavor, and finding a compromise in power level was tricky, but
satisfying challenge.
Eternal sits on this
list for reason as well, but it also challenged my conceptions of
what a card game can be in the digital game. It took the best aspects
on Magic, and retooling some of the more irritating mechanics (like
the mana system). On top of that, it’s digital nature lets it get
use effects that one can’t do in a physical game like Magic (like
cloning cards, casting them from the top of your deck, or permanently
altering its properties for the duration of a match). I play Arena
more often, but I will gladly come back to Eternal.
I’ve learned much
about myself, and how I engage with card games relative to other
people this year, and I hope to keep learning as I go into 2019.
Spyro: Reignited
Trilogy
Though the Crash
Bandicoot N. Sane Trilogy last year was a blast from the past, the
Spyro series is my favorite of the two unofficial PlayStation mascot
platformers. I had high hopes for this remaster, and Toys For Bob
delivered.
I spent so much time
on Twitter gawking at the various updates that have been made to the
game beyond just pure visual fidelity. So much additional detail and
world building has been inserted into the game to make each level
feel more like a place. I remember posting a lot about many of the
extra background details in the first game alone, like the books in
Dark Hollow that make the space feel like a library, or the
additional buildings around Gnasty’s World that breathe life into
what was once a small metal island surrounded a singular water
texture.
And that goes double
for the updated character designs. Anyone who was online when the
remake came out was inundated with fanart and screencaps of the
various dragon designs. It became a phenomenon on its own. (I,
myself, also took part in that trend.)
It’s also just fun
to explore the much more open (when compared to Crash Bandicoot)
levels. Even back then, Spyro has a very tight set of core mechanics
that only ever went through marginal upgrades as the series went on.
I could go on, but then you’d never stop hearing me gush about
things like the long glide on Autumn Plains, the satisfaction of
beating Gnasty’s Loot or the Super Bonus Round, and giving
Moneybags his due.
SoulCalibur VI
SoulCalibur VI
hearkens back to the days I spent way back in elementary school, where
my friends would get together at my house and we would spend hours
going against each other in versus and 8 v 8 team battles in
SoulCalibur 2 and 3. Though there are new systems like Critical and
Reversal Edges, picking up the controller brought me right back to
those days.
Characters that I
used to play heavily back in the day, like Raphael and Talim, felt
exactly as I remembered, down to the very specific moves that would
vex my friends every time we fought, before both of those characters
got nerfed in SoCal 3. This is the best SoulCalibur has felt in a
very long time, and I’m so glad to say that in 2018.
While I don’t
necessarily need a character creator to get the most out of
SoulCalibur, there’s no denying that this is one of the most robust
custom character toolkits I’ve ever seen. I’ve seen so many
amazing characters, both original and recreations from other
properties, that I can’t help but be impressed.
The Soul Still
Burns.
Return of the Obra
Dinn
Out of all the games
I’ve played this year, Return of the Obra Dinn has the distinction
of being a game that very uniquely appeals to me. Specifically, to my
desire to play detective. Created by Lucas Pope, the creator of
Papers, Please, has players assume the role of an insurance adjuster
investigating the events of that occurred on the Obra Dinn.
Armed with a magic
compass that, when pointed at a dead body, creates a diorama of its
final moments, a journal, and a manifest of 60 crew members, the
player is tasked with identifying each deceased passenger, and
figuring out what happened to them.
What separates this
from any other puzzle came is that the game provides minimal guidance
when going to solve the mysteries of the Obra Dinn. The player has to
instead rely on logical deduction to answer the questions that the
game is asking. Brute force has been made less effective as well,
since the game only locks in the fate of the Obra Dinn’s crew 3
members at a time.
Giving specific
examples would ruin the game, so I can’t get into detail. That
said, as someone who is used to being guided through mysteries in
games like LA Noire and Murdered: Soul Suspect, it was nice to be
have a game trust me to do my own thinking and work through the
possibilities on my own.
Marvel's Spider-man
I know that
practically everyone who has played this game has said it, but “This
game really makes you feel like Spider-man” is an incredibly
accurate statement.
Web swinging has a
heft and momentum to it that I can never get enough of. I’ve spent
hours just traversing New York City without getting bored. Spider-man
is one of the few games where I see that the next story mission is
all the way on the other side of the map and don’t react to it.
Where I would normally groan at needing to travel all that distance,
I relish being able to take advantage of all the many options to stay
in the air while maintaining my speed.
On top that, as I
was saying when talking with some of my friends, it’s nice to just
play as someone who is trying to do good and be a good person, in an
age where every character seems to have some shade of gray (much like
Ni No Kuni 2, in that respect). Yet, despite that, Peter Parker is,
by no means, a flat character. There’s so much believable human
drama in this story that I can’t help but be impressed by the
writing team.
It’s the best
Marvel movie to come out this year, by far.
Celeste
While Celeste is an
excellent indie platformer, I want to shout it out for it’s
brilliant accessibility options. As Mark Brown discussed in his GameMaker’s Toolkit episode on the subject, the game’s Assist Mode
offers so many options for players to make difficult challengers
easier for people who are having trouble with the game.
Furthermore, the
Assist Mode ties into the game’s core themes of self-love, and
learning to reach out for help when you need it.
Octopath Traveler
Up until I launched
Octopath Traveler for the first time on my Switch, I didn’t
realize how badly I wanted to play a classic Final Fantasy-esque
JRPG. It had everything I could ever want: A diverse and interesting
cast of playable characters, deep customization through a job class
system, and an innovative combat system that rewards smart play and
exploitation of enemy weaknesses.
The game isn’t
without flaws, but I have fond memories of experimenting with class
combination to figure out what would work best for me. In particular,
I remember giving Cyrus, the Scholar, who specializes in exploiting
elemental weaknesses, the Dancer, who specializes in buffing
themselves and their teammates, as a subclass. While the intent was
to give him MP regeneration and the Peacock Strut ability to
strengthen his magic, I ultimately just started laughing every time
his voice actor enthusiastically exclaimed “The Peacock shall
STRUT!”.
And while I had a
setup that worked for me, what I enjoyed was comparing my party with
other people, to see what bizarre and interesting combinations they
came up with. Class-based systems like the one in Octopath encourage
this kind of customization and experimentation, adding a social
element that you rarely find in other JRPGs, despite being a strictly
single-player game.
I’m so happy that
Octopath did as well as it did, because I could use more games like
it.
Valkyria Chronicles
4
I consider Valkyria
Chronicles to be one the best games released on the PS3. More than
just a graphical marvel, it very seamlessly blended real-time and
turn-based strategy into a wonderfully unique RPG experience in what
I often describe as “anime World War 2”.
Unfortunately, the
subsequent 2 games were developed for the PSP, and that transition to
portable, and the restraints of the hardware, destroyed much of the
magic the first game captured.
Valkyria 4
represents a form of resurrection for the series, since it’s back
on consoles. After a series of failed experiments, the franchise has
finally gone back to what made it so good in the first place.
And even more
thankfully, all of the degenerate tactics I had mastered over my time
in the original Valkyria. I enjoyed giving one of my Scouts
defense/attack boosts and having them rush to the enemy base to end
the entire battle in a single turn. It’s fun to figure out the best
way to angle my tanks and shocktroopers so that they intercept and
defeat enemies moving towards my own base. It is everything I’ve
wanted and more from a Valkyria Chronicles game for the past 10
years, and there’s something to be said about that.
Monster Hunter:
World
I feel bad for
Monster Hunter: World. I feel like I’ve only scratched the surface
of the game, and if it weren’t for all the many games I wanted to
spend time with, I might have stuck with it for the long haul.
That’s not to say
that I didn’t give the game a fair shake: I spent a good 50 hours
slaying, capture, and making meals/equipment out of the various
beasts I’ve encountered, both on my own and with friends. I wish I
had time to start getting into the end-game, where crafting,
character builds, and preparation become so much more relevant, but
that just wasn’t in the cards.
Cheers to you, MH:W,
and the alternate universe in which I could dedicate more time to
you.
Dead Cells
I was on board with
Dead Cells while it was still in Early Access, when it was just this
Metroidvania/Roguelike hybrid the unlocked more and more equipment
and skills for you as you played. Since then, the game has only
gotten better.
What struck me while
playing through the full release was just how much was changed/added,
and how all of those modifications stayed true to the core identity
that had been established back when I was playing the Early Access
build.
Whereas before each
stat corresponded to either weapon damage, item recharge rate, or
health (meaning that glass cannon became one of the best possible
builds), now each stat scales the damage on a weapon type(s). The
addition of mutations, enhancements that can also scale with certain
stats, also helps create an environment where players are encouraged
to experiment with new and interesting builds and item combinations.
There’s a love and
care put into this game that I couldn’t do justice to in words, but
shines through every time I open up my Switch on a long trip and start
jamming out a few runs.
Hitman 2
As someone who
played the 2016 Hitman game on and off for almost a year, and already
dumped 45 hours into Hitman 2 (and since I’m streaming it, that
will only go up) when it’s only been out for about a month or so,
it is obvious to most people who know me that I have a fondness for
the series.
I’ve spoken at length about all the things I enjoy about Hitman to such an absurd
degree that it feels silly going into detail here, but Hitman is the
kind of game I can keep installed on my PC because I know that I will
always want to come back to it, even when the content updates
eventually dry up.
Whether I’m hiding
in plain sight, sneaking around in the shadows, or just barging into
the Paris fashion show with an assault rifle in the garb of the
Vampire Magician, I will never tire of the ridiculous antics of
everyone’s favorite stone-faced murder boy.
Hitman is the gift
that keeps on hitting.
Moss
I didn’t get as
much mileage out of my VR headset as I would have liked to this year,
but games like Moss remind me how much potential there is in VR.
It’s hard to
express how being in the world, as a direct observer rather than a
third party viewing through a TV, impacts the experience as these
woodland animals talk to you, and come to rely on you as a partner of
sorts to guide them through their trials and tribulations.
Even watching
footage of it doesn’t do it justice, it’s something you have to
take part in first hand to truly understand.
A Way Out
There is nothing
particular special regarding the actual story of A Way Out. It’s a
by-the-numbers jailbreak story, with a decent twist at the end and
enough character development for it’s two leads that I did begin to
feel some limited emotional investment in them by the time the game
was over.
But accepting it for
what it is, as a love-letter to those kinds of stories, then it does
a good job of that. And as a co-op game, it is genuinely fun to have
all sorts of crazy hi-jinks in between these dramatic setpieces (and
sometimes within those same setpieces).
I don’t think of
the moment where the game transforms into a cheap Uncharted co-op
clone at the end of the game when I think of A Way Out. I think of
the time I beat my friend in Connect Four while looking for my wife
in the hospital, or playing horseshoes when we have an old couple
hog-tied and trapped behind a bookshelf when we’re supposed in a
hurry to find an escape vehicle.
The game excels at
those smaller moments, and they can be worth more than one might
imagine.
Vampyr
I don’t know if I
can honestly say that Vampyr is a good game, but it is a compelling
and unique game that I might recommend regardless.
As I wrote about
before, the most compelling part of Vampyr is the main character’s
occupation as a medical doctor, and the juxtaposition, both in story
and mechanically, between that and his nature as a blood-sucking
vampire. Making the rounds, and checking up on the health and
well-being on each district, I am also constantly tempted by that
lingering UI element that tells me how much stronger I could become
if I just gave in and fed on the people I am sworn to care for.
And as enemies grow
stronger with each passing story beat, that temptation only grows. To
abstain from the vampire’s basic impulse to feed is to exercise an
incredible amount of willpower, and choosing to defy that compulsion
has consequences, even if the world around me is better off for it.
The game has since been updated to include an easier difficulty
setting, but I’ll never forget how Vampyr made me understand the
life of the mystical blood sucker mechanically, beyond anything it
did in the story.
Prey: Mooncrash
Though this was only
a DLC for last year’s Prey, this is compelling enough on its own
that I have to shout it out.
It is hard to
overstate how innovative it was to combine the best of both run-based
roguelikes and immersive sims, which is exactly what Prey: Mooncrash
does. The premise of Mooncrash is that players are running a
simulation of the last moments in a moon base that was taken over by
the Typhon from the first games. Taking the role of 5 survivors of
the event, they are tasked with getting all of them to escape in a
single run.
The map takes the
game general structure, but many aspects of it from how destroyed the
environment is to what enemies are patrolling the area change from
run to run. While I was gaining a general idea of where I was going
and what I was supposed to do from run to run, I still had to adapt
and adjust to changing circumstances.
There’s no greater
feeling than taking up one character, and using their powers and
abilities to not only make sure they escape, but set up the escape of
future characters in the same run. And for that, Mooncrash is
something I can’t help but recommend.
And there you have
it, those were all the games that left a strong positive impression
on me this year. Next up, the disappointments list, and oh boy are we
in for a few doozies.
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