At last, it is once
again that time. That time where we look back fondly or otherwise, at
the games that have been released this year. Every outlet in games
media will soon be consumed by hours upon hours of Game of the Year
deliberations, top 10 lists, and other assorted recaps.
I am no different,
of course. That said, when I look back at the list of games I've
played this year, I noticed that it was quite unique compared to most
other years. While there wasn't much in terms of big budget games,
the number of niche, mid-tier titles that cater to specific interests
really added up to be a profound year. I almost always had something
new and neat to play.
Just like in
previous years, these are just games I have many positive things to
say about, in randomized order. Even if a game misses this list, it
doesn't mean I didn't like it. Odds are I have nothing much to say on
it or just didn't get around to it. With that said, the first of my
2019 highlights is:
Apex Legends
Apex Legends
deserves credit for the ways it rethought and analyzed the Battle
Royale genre to create its own niche in that space. It did so with
two very distinct innovations:
First, they added
character classes. When players drop in with their team of 3, each
one of them on that team will choose between one of several different
playable characters, each with their own skills and traits. Thanks to
that, there's a degree of customization in the team's game plan even
before the drop onto the map. As for me, I always chose Lifeline for
her ability to heal players with her drone and safely revive them
behind her barrier.
The other clever
design choice was in the “Ping” system, which Fortnite would
later go on to emulate. Basically, in order to facilitate play
without voice chat, the team at Respawn devised a contextual system
where players can hit a single button that will shout out whatever is
in the middle of the screen to the rest of the team. Whether it's a
cool weapon, heal/armor kit, a nearby enemy or container, or any of
the myriad items of interest, the system does an excellent job of
accurately displaying relevant information to the rest of the team.
I had a blast
playing Apex with numerous friend groups for quite longer than I
usually stick to these types of live games, and not just because of
these changes to the Battle Royale formula. The developers at Respawn
who built this game also built Titanfall 2, and that DNA is present
in every aspect of how Apex plays. While players aren't wall running
and platforming as much as they would be in Titanfall, they are still
very mobile, and the gunplay is equally as satisfying.
While the
post-launch support left much to be desired, this game was at the
Apex of it's genre for many people, myself included.
The Outer Worlds
As many of you know,
I have been disappointed in the output from both Bioware and Bethesda
Game Studios for a long time.
Bioware's output has
been on a downward decline ever since EA bought them up. Mass Effect
3 caused an infamous uproar in 2012, and Dragon Age: Inquisition came
out to mediocre reception back in 2014. And they've not made a good
game since, with both Mass Effect: Andromeda and Anthem being
exceptionally poorly received.
Bethesda is in an
equally spotty, or arguably worse, situation. The last game from them
that can truly say I liked was Skyrim, way back in 2011. While I
didn't hate Fallout 4, the more I reflect on my time with it the more
I realize I just wasn't having as much fun with it as I wanted to.
Though I didn't touch Fallout 76 last year, one just needs to google
the name to see all of the many, many, many ways that went wrong.
I tell you all of
this so that you realize exactly how badly I have been craving a
functional game in this genre. Depending on what is considered a good
open-world RPG, it's been anywhere from 5 to 8 years since the last
one of those. This is, until The Outer Worlds came out.
I'm not about to sit
here and say that it is a flawless game, because it's not. It's
anti-capitalist viewpoint comes across as toothless, moraly thin and
flavorless as cardboard, but the skeleton of what Obsidian made is
exactly the kind of game I have been searching for. What they built
is a template from which other open-world RPGs can be created,
expanding on their work with Fallout: New Vegas, but otherwise going
the established route for the genre.
But I can't mention
The Outer Worlds without bringing special attention to my favorite
companion: Parvati Holcomb. Voiced by Ashley Burch, Parvati is one of
the fleshed out companions in the game, with a quest that personally
affected me. I don't talk about it much here, but I am asexual, and
even in the space of queer-targeted fiction, my sexuality is not
often represented. There's a profound moment in the game where
Parvati confides in the player than she has romantic feelings for
another woman, but that she's afraid that her asexuality might
complicate the relationship due to past experiences.
That alone was more
important to me than I would've thought it could be, but then the
game gave me the option to say that I am also asexual, and that I
understand what Parvati is going through more than she might realize.
In a world where I'm so used to the Bioware-style companions that
assume if I'm bothering to get to know someone, that I want to have
sex them when my relationship meter reaches 100%, being able to
openly express my particular sexuality made me pause and just take it
in. As I'm writing this, I can the watering of my eye ducts as tears
start to form. For whatever its faults, The Outer Worlds gave me
that, and it's something that I wish I could feel more often.
Resident Evil 2
(2019)
My experience with
the Resident Evil franchise isn't the most fleshed out. If it weren't
for a friend of mine, it might even be practically non-existent. He
asked me to join him in co-op playthroughs of both Resident Evil 5
and 6, which became my entry point into the series. Later on, I would
pick up a VR headset and enter the world of RE 7: Biohazard.
So picking up this
remaster of Resident Evil 2, which brought that game's story and
locales into a more modern control scheme via the new RE Engine, was
a way for me to learn more about this franchise that I had only been
tangentially interested in. On top of that, it was the first game I
had performed a blind playthrough of on stream.
And while I
certainly stumbled and fumbled my way through it, I did eventually
push through and beat Claire Route A and Leon Route B. The game does
an excellent job at putting the player in exactly enough danger where
they feel like they are just a couple mistakes away from complete
failure, but in truth they have all of the resources and abilities
they need to succeed if they just think carefully about how they make
use of them. It feels good to get to that realization and see one's
skills naturally improve as they complete more of the campaign. The
version of me who started that game wasn't the same me that finished
it, and thanks just an incredible sensation.
Daemon X Machina
Were it not for a
friend of mine recommending Zone of the Enders, I would not have
known how much I enjoy games about giant mechs. Shame that there are
so few games that appeal to that specific interest.
Fortunately for me
though, this little gem called Daemon X Machina came in 2019. While
the story is utter nonsense, I didn't come to it for that. I came to
it to plop down into a giant robot and smash other robots to pieces.
And that's exactly
what I did, upgrading both my machine and myself with cybernetic
parts to create my own particular playstyle, focusing on
maneuverability and throwing a ton of ammunition out with machine
guns and shoulder-mounted missiles. That said, I see another world
where I doubled down on Sniper Rifle fire with accuracy upgrades or a
tank with a giant sword or mace in hand.
It's been a while
since there was a good one of these, and by god (of the machine?)
this was a good one of these.
Crash Team Racing:
Nitro Fueled
I've never made a
secret that I've been a long time fan of Crash Bandicoot, being the
“PlayStation kid” growing up. Similarly, I played way more Crash
Team Racing and Crash Nitro Kart than I've ever played of the Mario
Kart games. Whenever people came over to my house, or when I went to
a house with an original PlayStation, CTR was a regular fixture.
So seeing this game
I've put so many hours into, one that I replay regularly, brought
into modern-day, high resolution graphics, is such a treat. In
addition, I can play online with other players, so there's always a
worthy adversary around whenever I'm in the mood to take another shot
at it. I used to think that I was good at this game, but going up
against the online community has made me step up and learn new
techniques that I always knew existed, but never had the patience to
learn.
It's not entire
recreating that feeling of getting all the neighborhood kids together
to race in a 4-player match against each other, but it's so close
that the memories come back every time I log in.
Bonus points for
making my boy, Crunch Bandicoot, a playable character. What can I
say? I have a type.
Devil May Cry 5
I already took part
in an entire podcast about how much I loved the latest Devil May Cry
game (audio balancing issues aside), but suffice it to say that the
design team learned a lot since the 4th installment game out, and
those lessons can be felt everywhere.
But to avoid
repeating things I already wrote in that post, I will say that I was
surprised how well the tension between Dante and Vergil was resolved.
Furthermore, Devil May Cry 5 does the job that DMC4 failed to do in
handing the reins of the franchise over to new protagonist Nero in a
believable and honest way.
And with the new
Devil Breaker for Nero, weapons for Dante, and entirely new, indirect
fighting style for the newcomer V, each of the playable characters
bring their own unique flavor of combat, and all of them are polished
to a mirror shine. In terms of character-action games, there were few
this year that could hold a candle to DMC5.
Slay the Spire
Looking through the
list of games that were released this year, I was genuinely surprised
to find that Slay the Spire was on it, because it's become such a
fixture in both my gaming routine and in game design circles that I
assumed it's been in my rotation for a longer time than a single
year. I even streamed it, albeit badly, as a one-off on my channel.
As someone with an
adoration for card games, deck-builders, and run-based games, Slay
the Spire scratches multiple itches all at the same time. Choosing
one of three characters to start with, the game hands players an
initial deck of basic cards and asks them to engage in turn-based RPG
battles where these cards represent attacks they can perform. Along
the way, they gain/lose cards in the deck, gain new passive skills,
and upgrade their character in the hopes of creating a synergistic
enough combination of cards and passives that they can obliterate
both common enemies and bosses in short order.
Even within the
scope of a single character, the number of cards and passives they
have access to allow the player to potentially spec in several
different directions. Along these lines, my favorite character out of
the three is The Silent, which serves as the Rogue/Assassin class.
However, there are several different “flavors” of that archetype,
including ones that defeat enemies by injecting them with massive
quantities of poison, ones that win by debilitating their foe with
crippling status effects, and ones that succeed with an almost
literal “death by a thousand cuts”.
Combined with the
fact that players are given perfect knowledge of what each enemy is
about to do on their next turn, there is a ton of delicate decision
making that needs to happen on every given run. Every choice, from
what cards are or aren't added to the deck to the sequence of moves
the player makes to beat a fight without sustaining much damage, is
absolutely tense and crucial. Any one false move can cascade to have
long lasting consequences that aren't immediately obvious. However,
like any roguelike or deck-builder, learning from past mistakes is
half of the game.
It's not a bold
claim to say that Slay the Spire is an exceptional game in its
various genres, and definitely worth consideration if you're into any
of them.
Ring Fit Adventure
As a person who has
struggled with my weight and fitness nearly my entire life, I am no
stranger to the genre of “fitness games”. I was the kid who
bought Dance Dance Revolution in order to play it as a form of daily
workout. I had an Eye Toy, and games to play with it, assuming any of
you reading this have any idea what that means. And though I never
took part in it directly, several of college friends used that smart
phone app that made a zombie apocalypse game out of running.
So trust me when I
say that while Ring Fit Adventure is no substitute for an actual diet
and exercise plan, it is not just some poorly thought out “fitness
game”. It is a fully fleshed out hybrid of a body weight fitness
class and a JRPG. After strapping a joy con to their left thigh, and
attaching the other one to a Pilates ring, the built-in “Ring Con”,
I was thrust into a world under threat from the evil, and attractive,
bodybuilding dragon, Dragaux.
Any given area had
me running an obstacle course by jogging in place, using various
exercises like squats (so... many.... squats), along with various
presses and pulls of the ring-con to target specific muscle groups to
traverse the map and reach the goal. Along the way, I was accosted by
monsters and the occasional boss character, which I needed to beat in
a “fitness battle”, using a whole array of exercises for attacks.
As a fitness app,
the game is great about helping to coach players through proper form,
while never feeling judgmental about their level of fitness. In fact,
the game is constantly encouraging players not just to keep at it,
but also to be mindful of their limits and take breaks or drink water
as necessary. And the RPG elements are also solid, with each exercise
having its set of enemies that it does more damage to, and area of
effect that may hit multiple foes at the same time. There's also a
ton of fitness-themed items, like clothing for armor and
fruit/vegetable smoothies as consumable buff/healing items that give
players a steady sense of progression. Players also gain experience
and level up, obtaining “gains” like extra attack power, defense,
moves, and health.
It's not perfect, as
Patrick Kelpick noted in a recent VICE Games post where he wished
difficulty could be adjusted per-exercise and not globally, but it is
one of the best attempts at a games-as-fitness-tool that I have ever
seen, and it's something I have cleanly added to my weekly routines.
Did I mention that
the evil bodybuilding dragon is kinda hot?
Bloodstained: Ritual
of the Night
Thanks to
Bloodstained, I have the distinction of being one of the people whose
first Castlevania game isn't actually a Castlevania game. Produced by
Koji Igarashi himself, even a newbie like me has enough familiarity
with the source material that I can feel the Castlevania DNA in this
game, and it runs deep.
And while the game
succeeds on that front, that isn't honestly why it makes the list as
a highlight. At least, not entirely. Bloodstained has the distinction
of being one of the earliest examples of a Kickstarter game, like
Pillars of Eternity by Obsidian and Double Fine's Broken Age. In the
years since these games opened up the space for crowdfunded video
games, so many projects have failed after being successfully funded
that it seemed like all such projects were fated to be doomed.
So while I certainly
had an excellent time with Bloodstained, I'm much more happy for all
the people who backed it. To them, this is exactly the kind of game
they wanted, and they deserve it.
Hades
It takes a special
kind of allure to get me interested in an Early Access title.
Normally, I stay as far away from work-in-progress games as I
possibly can. For Supergiant Games, I can make an exception. The
makers of Bastion, Transistor, and Pyre have thus far always managed
to strike gold, so I was willing to trust their judgment that if
they're releasing a game early, it's in a solid enough state to play.
And I was absolutely
correct to place my faith in that team. If I didn't know any better,
the only indication that the game hasn't been completed yet is that a
successful run abruptly ends where the development team hasn't
finished up the rest of the game's content. Otherwise, it feels like
a fully fleshed out roguelike dungeon crawler with an isometric
perspective.
It's been a while
since I checked in to see how the game is progressing, but it's
something that I think about regularly. Like Dead Cells from last
year, this is one of those games where the story of how it gradually
develops will be just as, if not more fascinating than actual
product, offering a much needed window into the messy world of game
development.
Disco Elysium
Where The Outer
Worlds creates a template for RPGs heavily inspired by the games that
came before it, Disco Elysium dares to take the genre in a new
direction that I found unbelievably refreshing.
In a crapsack world
loosely based on, but fundamentally separate from, our own, Disco
Elysium opens with your character waking up in a trashed hotel room
from such a profoundly drunken stupor that they no longer possess any
memory of who they are or what they've done. Based on what everyone
around him piece together from his erratic pre-amnesia behavior, he
is one of the detectives sent to solve the case of a dead body found
hanging from a tree in a back alley.
As a fan of
detective fiction, this was already a strong enough hook to catch my
interest, but the game is so much more than just another detective
story. I've often heard comparisons to Planescape: Torment evoked in
reference to Disco Elysium, and those comparisons are warranted in
two ways.
Both games choose
not to place a strong focus on their combat, and double down on the
more conversational, story-telling aspects of tabletop RPGs. In fact,
I'd say Disco Elysium succeeds Planescape in this area. Planescape
still adhered to the conventions of the time with the occasional
combat scenario, even if those fights could be made exceedingly
trivial. Disco Elysium cuts combat out of the game altogether,
doubling down on a system of skill checks that affect nearly
everything the player does.
And I do mean
everything. The player's various skills act as personalities in their
head which coach them through the tasks they undertake during the
investigation. For example, if someone makes a blatantly false
statement, there's a behind-the-scenes skill check that is rolled
against the Logic stat, and if it succeeds then the personality
representing “Logic” will chime in and tell the player that the
subject's statement couldn't be true. And yet, that doesn't mean that
specialization in a given ability is a good thing. Characters with
too many points in logic may start to see patterns and trends where
none exist, and every one of the game's 24 different stats is like
that, each with their own pros and cons.
In other words, the
drunk detective's personality, and thus what options the player has
access to, are very strongly linked to what kind of person their
stats add up to. A player lacking in empathy just can't console a
grieving victim unless external factors and hidden skill check
modifiers help them overcome that dearth, or they get fluke into an
extremely lucky roll, which does happen. It's a game where failure
doesn't mean the story is over, it just means that the player needs
to come up with another solution that better fits the kind of person
they are.
Which leads to the
other similarity between Disco Elysium and Planescape: Torment is
that both of them have strong themes of self-discovery. Both the
drunken detective from Disco Elysium and The Nameless One from
Planescape suffer from a lack of self-understanding due to their
amnesia, and each of them struggle with that over the course of their
adventures. As much as they need to solve their problems, they also
need to learn who they were, and hope that the answers therein can
help them figure out who they are. Though I can't say I have ever
suffered from amnesia, I strongly sympathize with the desire to learn
about and understand oneself for personal reasons, so both of these
characters resonate with me on that level.
Any other form of
praise I have for this game would unduly spoil the experience for
anyone reading this, and I wouldn't want to do that when discovery is
half the fun. Out of all the games on this list, this is the one I'm
most afraid that people will forget, relegating it to “cult
classic” as it languishes on Steam wishlists. It's such an amazing
experience that it deserves more than that.
Death Stranding
There is... a lot to
unpack with Death Stranding. For better or worse, Hideo Kojima is at
it again, this time with a new IP. This is one of those games that
will absolutely belong on the other list I publish every year, but
we'll save that for when we get to it.
What gives it a spot
of the highlights list is that it is a fascinating experience to take
it while actively playing the game. Basically, the player is a
courier in a post-apocalyptic America, and that aspect of the game is
oddly compelling. I didn't think I would enjoy navigating the terrain
to try to make my deliveries as quickly, safely, and efficiently as
possible.
Many of the other
systems service this core mechanic as well. After a certain point in
the story, players are allowed to start constructing objects in the
environment that can make the journey from location to location
easier. This doesn't just help them, but other players as well, since
they can both see and make use of these same structures. I can't
count the number of times I felt grateful to someone else for
creating a generator I could use to recharge my electric truck as I
was driving, or building a road/bridge to safely drive over rocky
terrain and rivers. And there's a sort of satisfaction that one can
only achieve by loading a truck full of hundreds of kilograms worth
of cargo to casually drive to a destination that could once be barely
accessed by twenty or more minutes of arduous, on-foot navigation
thanks to both one's own efforts and that of their fellow players.
Death Stranding has
so many mechanics to facilitate a spirit of mutual cooperation
between people without ever actually communicating with each other.
I'll never know who took a package I dropped off and took it to their
destination, or who dumped that final chunk of metals and ceramics
into the road I was building to finish it off, but I know that I'm
grateful for the way we touched each others playthroughs and made
each other's journey just ever so slightly easier.
Pokémon Sword and
Shield
Last year, I played
my first ever Pokémon game with Let's Go Eevee, which is a bit of
pseudo sequel/remake of Red/Blue with a partner Eevee and a Pokémon
Go-esque catch system in lieu of encountering and battling Pokémon
in the wild. While I was no stranger to the franchise, watching a ton
of the anime growing up, that was my first direct exposure to the
games.
And since that left
such a positive impression on me, I figured this would be a great
time to take the plunge and give Pokémon the chance that it deserved
with the Shield version of the latest installment. As an entry point
for a new player like me, this is the best game I could hope for.
There are a number of excellent quality-of-life features present in
this game, from XP Share to the ability to freely recall any ability
that your Pokémon have previously forgotten at any Pokémon Center.
The additional of
the semi-open Wild Area, full of powerful Pokémon, 4-player raid
battles, and other hidden secrets, is also very welcome. It's fun to
wander a large space and see what new, emergent stories and
adventures can occur as I explore with my partner, Cinderace, and our
other teammates. Once we get tired, we can set up camp to rest, eat
curry, and play around a little.
There's also
something to be said for how the Galar region, heavily inspired by
Britain and British culture, turns the classic Pokémon Gym Challenge
into something akin to a story campaign in a FIFA game, where the
players gets endorsed by the reigning champion and rises the ranks to
take his title. Gym battles take place in large stadiums packed with
crowds, with the Dynamax mechanic serving as a huge climactic finale
to each one as both participants gigantify their Pokémon. It feels
like a kaiju battle with attacks so powerful they actually change the
weather inside the stadium.
As silly as it
sounds, I always had a blast fighting against gym leaders and rivals,
all of whom are well-developed and fleshed out characters, on my Pokémon journey. I didn't delve too far into the post-game, but I
liked my time with Pokémon Shield enough that I can be considered a
series convert.
Indivisible
Back when they were
still in the business of making good JRPGs, Tri-Ace were the proud
developers of the Valkyrie Profile series. Inspired heavily by Norse
mythology, one of the most unique aspects of that franchise is the
combat system, which had each of the four characters of the player's
party assigned to a face button on the controller. By timing the
inputs, they could combo each characters' moves into one another to
create a more effect attack, each hit building up the damage
multiplier for successive strikes.
Indivisible, the
crowdfunded RPG built by Skullgirls developer Lab Zero, takes the
core concept from that old Square Enix franchise's combat system and
expands upon it. Each character that can be recruited to the player's
team has an entire movelist, include variations of attacks that can
be executed by holding a different directional input along their
attack button. Drawing inspiration from the fighting games the studio
are better known for, there's also a super meter than can be expended
to either heal the team or unleash even more powerful attacks against
enemies, and a system to precise time guards and blocks to avoid
taking damage, instead healing and regenerating super meter.
Combined with the
number of different playable characters who each have their own
fighting styles, and the variations of enemies that each have their
own guards and resistances, the game takes measures to avoid the
problem Valkyrie Profile had where players would eventually just
create the “one combo” that they could execute over and over
again ad nauseam. Most players will eventually stumble into the party
that best suits them, but even then they need to think about how they
approach specific groups of enemies.
But Indivisible
doesn't stop there, also expanding on the 2D platforming sections
Valkyrie Profile was also famous for: Blowing up into a full-blown
Metroidvania as players acquire more skills and equipment that let
them go back to old areas and discover places and items that were
previously inaccessible.
Having backed the
IndieGoGo campaign in 2015 after playing the prototype, I had almost
completely forgotten about Indivisible until the game arrived at my
doorstep. As a backer, I can safely say that I'm proud to have taken
part in making this game a reality. I loved Valkyrie Profile, and
seeing a spiritual successor take flight made the wait well worth it.
Judgment/Judge Eyes
After spending the
summer of last year getting completely caught up on the Yakuza
franchise, no one should be surprised that I was eager to return to
the mean streets of Kamurocho once more once Judgment came out here
in the US. When I heard it was also a detective game starring a
disgraced defense attorney in the Japanese legal system, I was even
more invested.
Launching the game,
it felt very nostalgic wandering the map, from Pink Street to
Tenkaichi Street, passing by the Millennium Tower. I remember a
genuine pang of sadness as my favorite takoyaki stand at the end of
Tenkaichi Street from the previous games had closed down, waiting for
a new business to fill the void left behind in their wake. Such was
my experience returning to the place I had spent so much time last
summer.
And yet, no longer
was I playing as Kazuma Kiryu, instead taking control of new
protagonist, Takayuki “Tak” Yagami. While Yagami also has
improbably martial arts skills, especially for a defense attorney, he
feels more human both in how he fights and interacts with the city.
Rather than relying on brute force, his style utilizes agility and
the environment to turn the tide against foes blatantly stronger than
he is.
Where Kiryu is a
social outcast who tends to exist on the fringes and in the back
alleys of civilization, Yagami has a much public face. By the end of
the game, I had developed so many friendships that no matter where I
was in the city, a friend was willing to help me out by jumping in
when hooligans attacked me, or throwing me improvised weapons I could
use against them. He feels like an integrated citizen in the city,
gradually growing a strong and reliable support network with his
peers.
As far as murder
mysteries go, I still think fondly to how the case gradually builds
and expands in scope over the first few acts, culminating in a finale
that genuinely affected me. I wish I could say more without spoiling
key moments of the game, but suffice it to say this fan of detective
fiction was immensely satisfied with the plot laid before him.
Judgment is everything I wanted it to be and more.
Phoenix Wright: Ace
Attorney Trilogy (and the rest of the series)
I have a confession
to make: Although I have obviously heard about the Ace Attorney
games, I had never played them up until the remake of the original
trilogy came out on Switch and PC earlier this year.
There's almost
nothing I dislike about these games, from the characters to the
localization, the cross examination mechanics, and the soundtrack.
Everything is presented with such a flare that I couldn't help but
get sucked in to the sheer drama and suspense of it all.
Nothing quite
compares to the tension I felt reading through a witness statement
and comparing it to the evidence in my possession with CrossExamination – Moderato 2001 plays in the background, reminding me
that I'm just a few mistakes away from condemning my client to life
in prison, the truth of our case forever lost.
That is, nothing
except the follow-up feeling once I submit my contraction, and the
music pauses just briefly enough that I'm unsure if I guessed
incorrectly... before it changes to celebrate my brilliant deduction.
More than any other visual novel series, the Ace Attorney games use
their whole presentation to make the player feel the highs and the
lows right along with their protagonists, as if they were right there
with them every step of the way.
My adoration was of
these simple, but effective was so strong that when I started
streaming LA Noire at roughly the same time, I couldn't help but
wonder why they bothered with the mo-cap interview mechanics when
Phoenix Wright had already created a better system way back in 2001.
And I didn't just
stop at the Trilogy once I had finished it. Afterwards, a friend of
mine informed me that every other Ace Attorney game that had been
localized in English was readily available on Android and iOS, so I
took up my phone and played the rest of the franchise in short order.
Not only was it fun to play through all of these games on my own, but
also shared it on Twitter and Mastodon and seeing all of my friends
vicariously enjoy them once more through my virgin eyes. I began to
adore the main cast enough that I even commissioned art of my own
fursona cosplaying as everyone's favorite rival prosecutor: Miles
Edgeworth, known for such endless quotable lines like “You are not
a clown, you are the entire circus.”
This was, to me, as
much a special summer event as it was a series of video games. I love
them so much, that if I could wipe my mind of all memory of the
franchise, just so I experience it for the first time once more, I
absolutely would without hesitation.
The Dark Pictures:
Man of Medan
Man of Medan, from
Supermassive Games, was one of the two games I played with my friend
Acharky on stream this year, and just as an excuse to hang out with a
buddy, this was a highlight for me.
But more than that,
it took what I enjoyed about Until Dawn and doubled down on that
template, serving up an excellent horror story in what is hopefully
going to be just the first in an anthology of many.
On top of that,
Supermassive seems to have gotten the memo that people play games of
this nature socially, in groups where players pass the controllers
around to take control of specific characters in the narrative. To
that end, they have created ways to systematize those interactions
that actually came in handy during our stream session even though
Acharky wasn't in the room with me, by making it easier to delineate
whose turn it would be to make decisions.
While the 4-6 hour
length may drive many people away, it actually drew me into the game
because I was confident that I could play through it over the course
of a weekend. Short games are good, and we could always use a few
more of those.
Kingdom Hearts 3
Finally, after
working with Sam for years on the primer series, in order to prepare
ourselves for it, Kingdom Hearts 3 actually came out.
Rather than apply a
modern design ethos to the Kingdom Hearts franchise, in many ways
this latest entry brings a PS2-era design ethos into the modern-day,
which I found oddly refreshing among the tide of live services and
games with sprawling open worlds. Playing Kingdom Hearts 3, even
absent my attachments to the cast and characters, had a nostalgic
bent to it that brought me back to my childhood, when Sora, Donald,
and Goofy (always in that order) first graced my 4:3 TV screen back
in 2002.
Though it would have
been impossible for a sequel of this magnitude to ever live up to the
hype, Kingdom Hearts 3 made a good college try of it, and I was
completely engrossed in watching the finale of the Xehanort/Dark
Seeker Saga. For once, Nomura presented more answers than questions,
and even if not every plot point is resolved, there's a strong enough
denouement that I was surprisingly satisfied once credits rolled.
Code Vein
It's no secret that
I have an appreciation for the Souls games and the mechanics they
employ. Like it's own vampiric cast, Code Vein taps into that vein
and leeches many of its core mechanics that you are undoubtedly
already familiar with yourself. All one has to do is substitute
bonfires for “Mistle” and souls for “Haze” and the formula is
there.
That said, it's the
differences where it stands out, because there are several big
changes that drastically increase the possibility space players have
access to. One of them is the class system. Whenever the player
increases their character level, they do not increase their character
stats. Rather, their stats are primarily determined by their class,
known in-game as a “Blood Code”, which is rated per stat on a
scale from D- to S+.
Each Blood Code also
has a list of skills, known in-game as “Gifts”, which can be
acquired and equipped to the character, up to 8 active and 4 passive.
By mastering equipped gifts, they can be used no matter what Blood
Code the player has active, as long as it has a high enough rank in
its prerequisite stats.
Since both Blood
Codes and Gifts can be swapped out at any time, this means that
players have the freedom to change their playstyle almost at will. In
Dark Souls, I have to commit to being a warrior, caster, or
jack-of-all-trades. Here, I can try to play as a magician wielding a
bayonet and light armor for mobility. If that doesn't work, I can
swap that entire build out for a warrior class, big out a heavy
two-handed sword, and dive straight into a melee. And with the
ability to master the abilities of different classes, players are
encouraged to keep changing their play style, equipping what “core”
skills they like best and swapping out the rest so that they can keep
building up their kit.
Code Vein also
allows players to bring in one NPC partner to fight with them. Having
this companion by my side proved to be invaluable assistance, not
only for drawing aggro away from me, but also because they could
spend half of their health to resurrect me if I ever died. As much as
I wished they'd just stop talking, the moment they brought me back
from death I forgave them for every single worthless word.
This all combined to
create a Souls-like that is noticeably easier than it's sources of
inspiration. That said, it's hard to express how liberating it feels
to no longer be stuck using the same jack-of-all-trades build time
and time again just because I want to sample all of the game’s
mechanics without playing through it three or four times.
Sekiro: Shadows Die
Twice
Well, that's a bit
of a mood whiplash after talking about blood souls. This is another
game that I wrote about twice this year.
Like Code Vein, this
does borrow a core set of mechanics from it's Soulsian brethren.
Unlike Code Vein, it does it an entirely different direction more
akin to a Tenchu game, also developed by From Software.
In an effort to
avoid heavily repeating thoughts previously expressed, I'll say that
what I like most from Sekiro is my experience unlearning the habits
that helped me through Souls games and relearning a whole new,
significantly more aggressive and relentless paradigm.
And more than just
being aggressive, Sekiro forced me to be more tactical in my
thinking, using stealth to assassinate as many mooks and guardsman as
I can before finally taking on the more challenging opponents around
me.
By the end, I had
practically become the titular one-armed wolf in how I was surveying
the area and planning out my approach before finally making my move,
using cheap tricks and dirty tactics to even odds against foes
significantly stronger than I was.
Medievil
Medievil takes me
back to a very specific period of my life, when I was a kid. My aunt
actually introduced me to this game, so I have memories of playing
this over at her house during Thanksgiving and Christmas parties that
come back every time I replay it.
Seeing it brought
back in HD was a special treat, and streaming it was even better, but
it's not a game I could recommend. It was obviously dated even back
when it came out on the original PS1, but it's special to me. And
props to Sony for remaking it so that I and exactly seven other
people in the entire world could have that experience.
Marvel Ultimate
Alliance 3: The Black Order
This was the other
game that Acharky and I streamed together, since we had done so for
the previous Ultimate Alliance titles.
This game is
interesting because, when taken in context with the games that came
before it, almost serves as a commentary on how the face of Marvel
has changed in a post-MCU world. Prior to the movie, it would have
been inconceivable that the Guardians of the Galaxy would be the only
playable characters at the start of a Marvel crossover game. And yet,
here we are in 2019 witnessing that exact same thing.
But just because the
MCU is such a heavy influence doesn't mean that they stick
exclusively to that canon. After Wolverine and the rest of the X-Men
got ruthlessly snubbed in the last Marvel vs. Capcom game, I figured
we'd never see them in any Marvel-related video games ever again, so
it came as a relief to see them present, getting a whole chapter
dedicated to them. Even the Inhumans, like Kamala Khan, and
characters like Spider-Gwen made the roster, and it's great to see
them getting the same love that the popular MCU characters receive.
Ultimate Alliance 3
was the perfect excuse for Acharky and I to get together and geek out
about comic book canon for a few hours a week over the course of a
month.
Fire Emblem: Three
Houses
Fire Emblem: Three
Houses is an excellent tactical RPG, but almost nobody actually cares
about that part of the game and I am no exception.
What they care about
is being a good teacher trying to make the lives of their students
better. My memories of sharing a meal with Felix and Bernadetta in an
effort to develop their relationship are much more vivid than those
of Edelgard ramming her axe into a hapless soldiers rear end or
seeing that same, timid little Bernadetta kill a mage for 30 yards
away with a clean shot right between the eyes. Not to say that those
memories aren't also vivid, but rather that they were more like icing
on my relationship cake.
On top of that, I
was genuinely surprised at the sheer quality of the writing in Three
Houses. The depth of political and philosophical intrigue between the
multiple factions in the plot rival that of the best Ivalice
storylines from Final Fantasy. As someone who considers Final Fantasy
Tactics: The War of the Lions one of the greatest stories ever told
in a video game, I do not say this lightly.
Like Phoenix Wright
earlier on this list, I had as much fun sharing my experiences with
Fire Emblem with my friends on Twitter, participating in the meme
culture surrounding it, as I did playing it for myself. I'd say one
couldn't escape the phenomenon, but that would imply I was trying to.
I went out of way to follow Fire Emblem meme accounts because I was
that invested in the characters of this game.
To end my discussion
of Fire Emblem, I just want you all to know that despite whatever you
hear, Edelgard did absolutely nothing wrong.
------------------------------------------
And so ends a
fantastic year in video games. While I wouldn't say there were many
generically good “AAA” video games, this was a time where if I
knew you well enough, I could find more than a few titles to
recommend just based on your personal interests. If this is any
indication of what the future might hold, we should be in for even
stronger years to come.
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