Wednesday, 31 December 2025

Games of the Year 2025

"Survive to '25", eh? Yikes! Even if you weren't under Xbox ownership, their massive pullback from games publishing this year (now they have zero interest in exclusives to push their hardware/OS platforms or even to attract new players to GamePass) took out several external studios, whose projects were immediately cancelled and couldn't find work for the full teams before the money ran out. Meanwhile, GTA VI looms over the end of 2026 and everyone is asking if Call of Duty had another blip (like Modern Warfare 3 [2023, reboot sequel not the previous game of the same name], also lacking a traditional campaign) or is starting the eventual decline (as every other Activision cash cow has faced).

But we are here to celebrate the great work still being done in 2025, specifically from the subset of games I played this year. Ongoing (RPG-as-a-service) games are going to slowly increase their representation, as I've moved from very light dabbling to including them as a core part of my regular gaming experiences - they really are now what I kinda wanted out of MMOs all those years ago (back when we paid monthly just to access a lot of the higher budget always-online titles). Unlike traditional games, if you don't play them now, they will not be there forever (live service games retire content even more actively than most MMOs - often as a way of avoiding new players having access to too many "free" resources that are being handed out to players who stick with the game outside of a battlepass reward schedule). My rules are that this is an annual list so "what have you done for me recently" rules apply - if a game added significant content during the year then it can be judged based on that new content for inclusion on a best of 2025 list.

No screenshots again? The advent of amazing HDR displays and many modders doing the work to make HDR on PC actually good even for games that didn't consider it a priority means much of my screenshot archive for new games is now in HDR. Specifically in JXR format (the MS-backed HDR format that most basic consumer capture tools on Windows use) so even if the web was better at fully supporting HDR images with good auto-tonemapping for SDR screens then I'd want to probably convert them to JXL, which is certainly the leading format for web HDR images (in part due to Apple using it and MacOS being the best platform for seamless HDR content). I may go back and add screenshots (a mix of SDR and HDR, as suitable) for these years once things have stabilised and it's easy to convert between formats and get a reliable result on all browsers and all OS. I don't even have a good HDR-aware image editor that does JXR to JXL conversion right now or a Lightroom-a-like that takes JXR as "RAW" and lets me tonemap a good SDR version of it by hand (even if I was to spend the time).


##### Citizen Sleeper 2: Starward Vector

I loved the first game and they've come right back with a sequel that slightly mixes up the core gameplay of spending dice rolls along with extending the story progression from a branching set of events towards several conclusions on a single space station into a romp around an asteroid cluster with choices but less distinct end goals. The gameplay feels fresh and the different story structure avoids it feeling like a structural retread.

The most important part, the writing, stays much the same. Everyone is trying to make ends meet under difficult circumstances and you must decide how much to trust everyone as you push forward, under the constant pressure of someone likely following you. There isn't actually much to say here except that this does justice to the first game and I hope that they switch things up for their next project after two very enjoyable games along a similar path.


##### Clair Obscur: Expedition 33

If you wanted to just read lavish praise of this game, you can do so anywhere because this has won all the awards at all the outlets. So let's dig into some discourse around it, specifically "AAA is dying because even when hired by Ubisoft, they couldn't make a game like this at Ubisoft". The latter part of that is true: if Ubisoft released Expedition 33, the commentary around it would not have been the universal praise we got. This exact game, as part of Ubisoft's slate, would have provided divided reviews where every technical flaw was expanded out to a full paragraph of text and the lack of budget listed as why this game was only "ok" despite enjoyable themes and RPG mechanics. "Two second hitch every time it prepares to go into combat - one star subtracted."

Because we do not grade independent projects with $5-20m budgets the same way as $100m projects. And we assume that all major projects pushed by big publishers (not called Nintendo, and even they are starting to get noted for spending $10m on a Pokemon that looks worse than a mid--budget PS3 game but will collect over $1bn in revenue) are aiming for AAA (ie high budget) production values. You can't have somewhat doll-like skin shaders (unless going for a highly stylised extreme of that) and variable animation quality (at points looking like marionettes being lifted by strings) if you're going for emotional scenes in a game that players are comparing to Naughty Dog titles - especially with online sharing of clips by professional jokers (and streamers) who are looking for the next viral meme. You do actually have to make the jumping look good and a toggle for run can't disable every time you use a rope or boost pad. Invisible walls and iffy rules for what you can't jump off or clamber on are also starting to be "one star subtracted". But not if you're a plucky indie with a smaller publisher behind you. Until the sequel (eg Plague Tale Requiem; GreedFall 2) and there you are expected to have rapidly boosted polish and production values. Use any store assets and get noticed and the most uncharitable will start calling your expertly crafted game an "asset flip".

All of which is not to detract from what an enjoyable game this is. The awards are deserved, even if I'm not sure the new players it drives towards this (players who only play 2-3 massive budget bombastic games from the likes of Sony per year normally) will quite understand why this game doesn't look quite as good as they're expecting. We have definitely gone past "good enough" so what we have here is smart use of a more limited budget. And the RPG formula is perfectly deployed, along with every plot twist you can guess is coming (wow, one starting character sure doesn't have any additional perks on their weapons that unlock as they level past the first act and their skill tree sure is much smaller than the others; I wonder what happens next?) and even a few swerves that are a bit less easy to see coming. It's all very French and tied together with a turn-based combat system that treats every character as a completely new set of mechanics to refine. It's also not an 100 hour epic, so you can actually finish it while not dedicating a month of play time to it.


##### Wuthering Waves

Reviewer brain (a condition that unfortunately never goes away but is less debilitating than developer brain when it comes to enjoying video games) reminds me that while a free bad game is still bad, an expensive good game does have a problem when it comes to ease of recommendation - is a game really so essential to play that no price tag is too much? With the massive influx of free to play games in the last one to two decades, we have a new standard of good free games that you can pay for but also can review based on not doing that. Once upon a time you had punishing bag/equipment limits if you didn't pay for a F2P title but now it's more a case of being required to play to earn the currency for progression that you could also pay real money for (see also: to buy the battlepass, you can earn credits from completing the last battlepass). No big issue if the act of play is engaging and provides a diverse set of goals (RPGs love their mini-games).

While, if a $70 game or with annual $50 paid expansions, it would be easy to point at a few elements of lower production values during some cut-scenes and place Wuthering Waves within the mid-tier of premium anime RPGs, the facts are that you do not have to pay anything to play all of this game. As you play it, you will slowly unlock a sizeable roster, although it's unlikely you can unlock all characters just through play (as they add a new character with new combat mechanics and team interactions twice per patch cycle - with those patches, full of new stories and events, arriving every 6 weeks). And as a game that costs you only time, the rich narrative, stellar visuals (2025 added a full ray-traced update to the engine on PC), and complex but understandable combat loops really are some of the most fun I've had in 2025.

WuWa in 2024 launched with a good (party of three, switching on-field character) combat system but a story that was only just getting going by the patched updates at the end of the year (into the Burning Shores and major revelations about your place in the world hinted at during the initial campaign). Enough to give it a mention in my list but not enough to take a top spot. 2025 brought a massive expansion with a pair of regions referencing ancient Italy (Roman lore) and a more modern take (with mafia families vying with an all-powerful church). Some of the one-off areas were an easy match for anything in Expedition 33 this year and the character stories weaved an epic tale with so much heart and a real refinement to the sparks of writing seen last year. Then, before the year was quite out, they dropped the 3.0 patch and brought us into a third massive expansive region and a whole new storyline that has only just kicked off. I can't wait to experience more in 2026.


##### Atomfall

S.T.A.L.K.E.R.: Cumbria (that's not Yorkshire, but close). Unfortunately we've still got the same engine tech that Rebellion have been incrementally improving for the Sniper Elite series for years and the aliasing is still as distracting as it is with their longer-lived franchises. Very much a game that is great despite their tech and something I really really hope they get on top of in future iterations. Is a nice modern ML-based TAAU really so far away from being possible (adding motion vectors can't be that hard)?

The really smart move here (unlike S.T.A.L.K.E.R. 2, which does branching but also is just a lot longer than the previous games in that series as it seemed to move slightly closer to a modern Fallout) is to make several paths through the game world based on who you want to draw alliances with. Are you going to walk into a military base because you've got the paperwork or is this location one of hostile infiltration? You can get to any one ending in about 10 hours, and with a bit of tactical saving to avoid redoing any common routes between paths, you can see it all in well under 25 (if you're snappy around the combat).

While the game is broadly closer to a S.T.A.L.K.E.R. or even Fallout, the vibes are far more Everybody's Gone to the Rapture, being that very British disaster story. Small minds focusing on petty disagreements in the middle of something far far bigger but which gives you some basic character studies in your typical Brits. Keep calm and carry on. I might also reference Citizen Sleeper 1 for the similar choices in how to lay out several branking end-points that operate upon a common landscape but slowly push you towards more distinct areas of focus. Although here the scope is a lot bigger as the vistas are painted in 3D rather than with text and limited art. There is also quite a lot in Atomfall you simply don't have to find, so exploration is well rewarded (even if sometimes you're just finding an area another ending will use more crucially at some later point).

This has extremely solid gameplay foundations for a sequel to be built on (maybe we could get some big updates to the renderer too), although I'm not sure a direct narrative sequel plays so maybe a mechanical successor in a new setting. This is perfect for people who have said these open(ish) games are too long, by providing several paths you can travel down without wasting your time.


##### Reverse: 1999

Another RPG-as-a-service game that has been running for a while, although I only started playing this one during the Assassin's Creed crossover event in the summer. Time started jumping backwards in 1999 and you, an arcanist immune to the effects, are trying to work out what's going on while also navigating the politics of arcanist rebels vs the human-dominant Foundation (who found you and raised you, although not without some horrific experiences). It's somewhat X-Men (when you consider the factions) but also a lot that makes it something true only to itself. With a great 2D style and some simple card mechanics to the turn-based combat, this is more than anything else a game about reading some intricately written dialogue and enjoying the voice work that is included with all the main story content (how I wish they'd also add voices for the side stories, although that would be quite a lot more work and downloads as the game uses the modern standard of voice tracks for English, Mandarin, Japanese, and Korean).

The ongoing patching keeps adding new and exciting stories (with a lot of dark themes and just enough sunlight to keep you reading) with various new chapters, seasonal events, and occasional new gameplay modes. While the character additions round out various teams designed around different meta builds - in such a way that I've found it easy to pick a few styles I liked and build around that for the various team sizes and multi-team challenges. The combat isn't the main focus here but it's sticky enough to make building a team and working out the synergies a fun little challenge. It also taught me that the "inventory Tetris" of RE4 etc is being used to build stats for characters (pick your pieces that give various bonuses and try to make them fit into a limited square you can upgrade with size extensions) and seems to have possibly started with Kingdom Hearts 358/2 Days' Panel System.


##### Lumines Arise

It's Lumines, the best games on the PSP, but done up with the stylings of Tetris Effect and brand new stages full of new music and visuals. If you know this is your game, you don't need me to tell you.


### Sir not appearing on my list

Avowed - Until December, this was floating in the list above. As a big fan of Pillars of Eternity and mid-sized fan of the sequel, this expansion of the setting into a fully 3D RPG sounded like it had every chance to be a slam-dunk. But it never quite took me back to where the writing for the original game has sat and where the best part of the sequel returned me to. It feels like the series is almost trying to escape the setting they laid down originally, or maybe feels like it needs a bit of a tonal shift to break out to the larger audience that games like Skyrim can attract? For whatever reason, I will recommend this but I can't quite push it up over the line onto the list above.

Ball x Pit and CloverPit - These are not really my kind of game (to lose more than a few hours into and then walk away), although I know others love them. I actually find I am totally satiated by when the gameplay mechanics of these games appear as short mini-games in big RPGs.

Blue Prince - This game helped deepen my love for Outer Wilds. By the time I'd unlocked most of the base game, finished the chess board puzzle, and done stuff up to the underground train station, I fully appreciated the genius of the spaceship computer in Outer Wilds. It is helpful to be told if there is more stuff to find if you poke at something but it's even more important to be told when you've found everything and to stop. Truly, what soured me on Blue Prince was how much stuff I kinda knew was waiting for me (maybe) but the RNG never gave me an easy path to it. When I stopped playing and looked up a few things, I was generally on the right track on the strands I had left, but completing them seemed like a chore. And I'd already lost the most fun thing in many of these games: doing a "blind" playthrough the first time and letting just the in-game resources guide you forward. But when you're frustrated enough to put a game down forever, you might as well start looking a few things up. Oh, and typing in safe codes for the 20th time because there's a gem inside you want for your run but can't remember what the number is? (Games should know you know the code, not expect you to write it down on a note outside the game when you have to repeatedly solve the same puzzle over and over.)

Hollow Knight: Silksong - When people started talking about over 100 hours to complete a Metroidvania, I realised I'm not going to keep playing this. It's the massive hit sequel to a huge seller (15m of the first game) in a genre I've always rather enjoyed (in 2D or the more recent 3D) and will possibly define the future of the genre for many. But I just don't love how the combat feels in either game in this series and I don't think this genre is strongest when defined by combat.

Keeper - Again, this really should be in my wheelhouse and yet I find myself looking at it and asking what others see that I'm missing. I actually don't love the graphics (technical) even as I enjoy them (artistic) and that disconnect is slightly annoying.

South of Midnight - I just couldn't get into the decimated animation for an action game. Also this really sat in my "it takes a bit more to wow me" zone that keeps me engaged but I look back and can't really point at anything I found outstanding. Another pass at the story dialogue might have pushed it over the edge. As with this studio's previous game, We Happy Few, I don't think it's quite showing the development from the promising seed that was Contrast.

Tony Hawk's Pro Skater 3 + 4 - You can never go back and apparently that's true for arcade skateboarding games. It's everything I remember from 3 and a reworked 4 that reformats it back to the classic two minute run format and a soundtrack that refreshes the classics while keeping the tone. And I played through the maps enough to remember the originals and unlock various parts then never thought about it again for the rest of the year.

Umamusume: Pretty Derby - I think the way they do the run-based stats locking in this RPG-as-a-service is actually really bad, forcing campaign runs even when you're not getting any new events turning up (just to "stamp" your new card stats onto a horse for use in the other modes, with that campaign run being hugely about the RNG). On top of some of the worst gacha rates (pity at 200 pulls) and in-game economy (unless they choose to give out a lot of free pulls in the mail, you cannot develop your account without paying, rather a lot) I've encountered while sampling the gacha landscape (to be fair, many games are exactly as bad as this; I hate them all for this). The thing is, I love somewhat similar systems in other run-based games that don't expect you to spend so much time per week doing those runs (for possibly no benefit depending on how the RNG evolves). I guess this is a mechanic you have to tune very carefully so that players feel like there's value to up to an hour spent doing a campaign run as both a fun activity in itself and with a reasonable chance of attaining the results they want at the end of the run and through active choices they made during the run to shape it (not just pure RNG or requiring external resources to understand what the choices mean for your stats development).

Vampire: The Masquerade - Bloodlines 2 - I found a 2019 receipt for a preorder for this, long before it changed developer (preorders were all cancelled at some point). Considering what is possible today from the original's structure and some deft writing, it seemed like you could make something really special with this sequel. Unfortunately that doesn't seem to be what happened here, after an extremely troubled development (and jettisoning of staff and scripts that sounded promising).

### And also…

I know you called this a 1.0 release (but I'm going to look at them in 2026 after patches dry up) - Europa Universalis V (far from the first Paradox game to be hard to even know if it's working properly upon release, due to the depth of the simulation but also some weird outcomes when playing through this chunk of history); Monster Hunter Wilds (yikes, especially on PC); Sid Meier's Civilization VII (did I say 2026? I meant 2029 when all the expansions are out and you're selling a bundle pack); The Elder Scrolls IV: Oblivion Remastered (I am actually ready to replay this, if they make it run well on top of looking fresh); The Outer Worlds 2 (this really doesn't seem to have landed with the same polish as Avowed, which itself was slightly less than ideal).

The PS5 is actually getting more expensive as it gets older - Death Stranding 2: On the Beach and Ghost of Yotei (both games I liked the previous entry for, when they released on PC).

$500 for a portable with a bad screen and Ampere SoC worse than my (productivity) laptop while Nintendo send Pinkertons after emulation reverse engineers [can't see me picking this up unless I need one for work reasons] - Donkey Kong Bananza (I'm also going to say this has a high chance of getting jeers over cheers, as I'm extremely picky with 3D platformers); Hyrule Warriors: Age of Imprisonment (as I said in my review of TotK, this is actually the more interesting story, even if a musou game is unlikely to really dig into it how I'd want); and Metroid Prime 4 (although people who generally agree with me on ranking the previous three titles say this one is an easy skip).

Not enough hours in the day (will try to finish off in 2026) - Anno 117: Pax Romana (it may not say great things that I forgot this game entirely until reminded of it at the start of 2026 but Anno 1800 ended up a pretty solid return to form for the series so maybe I fall in love once I've played more of this); Assassin's Creed: Shadows (seems like maybe the best of the new massive world AC games, and I liked Origins and Odyssey a lot); Doom: the Dark Ages (after not loving Eternal, this looked to be back to more of the modern Doom I wanted, and then I got busy playing other things); Final Fantasy Tactics: The Ivaluce Chronicles (not prioritising what is an enhanced replay); Lost Records: Bloom and Rage (not entirely sure this had a chance for the top list even if I did finish it, but also I can't say it's impossible at where I left off); Ninja Gaiden 4 (seems fun and flashy, although I have traditionally failed to complete previous games in this series); Routine (a game we've been waiting for since 2013 but somehow I only got a couple of hours into during December); The Alters (base building and resource gathering with me, myself, and I); Where Winds Meet (this game really blew up on release and I was undecided if it should go on this list on the next one).

Not enough game there yet (but maybe 2026 will be their year): Ash Echoes (2024 title but I'm just starting it at the end of 2025 and it looks to be adding regular new content); Chaos Zero Nightmare (only just released, although they appear to be going in a concerning direction compared to the interesting horror direction of their pre-release trailers); Duet Night Abyss (simply not enough here yet to say if this has much potential to realise); Honkai: Star Rail (2025's story didn't grab me but they've got a new chance in a new region in 2026 to wow me); Morimens (also from 2024, I really haven't done more than play the tutorial of this so far); Resonance Solstice (my hopes are not that high but it's been fun seeing a card combat game mixed with train deliveries); Zenless Zone Zero (didn't quite retain that juice that pushed it onto my top list last year but if they actually progress the main story a bit more, it could easily move back up the list in 2026).

Did not even start (I may hold out hope for 2026 but might be steered by some good sales to pick which to start) - Atelier Yumia: The Alchemist of Memories & the Envisioned Land; Cronos: The New Dawn; Deliver At All Costs; Despelote; Dispatch; Dying Light: The Beast; Hades II; Kaizen: A Factory Story; Kingdom Come: Deliverance II; Lies of P: Overture; Like a Dragon: Pirate Yakuza in Hawaii; Little Nightmares III; Mafia: The Old Country; Metal Gear Solid Delta: Snake Eater; No, I'm Not a Human; RoadCraft; Shinobi: Art of Vengeance; Silent Hill f; Skate Story; The First Berserker: Khazan; The Hundred Line: Last Defense Academy; Trails in the Sky 1st Chapter; Two Point Museum.

Tuesday, 31 December 2024

Games of the Year 2024

This was the year that I went full-in on OLED. After two years of using a productivity laptop with a Samsung RGB AMOLED as my daily driver, the screen uniformity was better than any brand new LCD or CRT screen I've ever owned so any residual fears about recent OLEDs being very susceptible to burn-in evaporated. My ageing Poco F1 got swapped out for something modern (and a bit less "premium", as even very cheap phones in 2024 are more than I need) and I did the obvious European "give me the best desktop monitor you have" (USians got a better deal on the flat variant MSI model) with that Alienware 32" 4K240 based on a 2024 QD-OLED panel. What this means for gaming is that I had a lot of HDR-preferable games in my backlog to work through and a 1000 nits, extremely high refresh rate VRR monitor with perfect blacks to work through them with. This, combined with a lot of extremely worthwhile epic-length RPGs being released this year, has somewhat limited how much of the 2024 output I've had time to complete or even sample. All that being said, I still found plenty of new games worth talking about.


    Game of the Year:

Balatro

Once again, someone has found a great new run-based card game broken down into a sequence of challenge battles and a slowly developing deck (here primarily played via building out a set of Jokers that act as modifiers on the potential scores of hands you can submit using the cards you draw from a full deck). While every battle involves beating a score, the range of modifiers on each round give personality to each encounter and also the added layer of RNG to how you're building your current deck's optimal play style. Within the first 20 minutes, you should understand exactly why this game has taken the world by storm.


    Ongoing Game of the Year:

Zenless Zone Zero

It's been a great year for massive RPGs. Too many to play. But the ones I have felt offer the most compelling, funny, interesting, exciting stories and gameplay in 2024 are ones that seem to get instantly discounted from the conversation by a lot of gamers.

At some point, I stopped playing competitive multiplayer games - no more Battlefield, Unreal Tournament, or Counter-Strike sessions; no RTS games taking an entire hour of a LAN to play through; and certainly no MOBAs draining your very soul. Especially in an era of online skill-based matchmaking and everything going F2P, there has never been a better time to play these games but I'm old and have given up trying. Without this glue to hold us together, the co-op/comp-stomp teams have also mainly fallen away too. And yet, I have played hundreds of hours online in the last year, in games that are also absolutely not MMOs in any meaningful sense - several of them do not even offer any multiplayer sessions, even just in the scale of a random 3-4 player quick-match co-op experience. These new not-MMOs have grown mainly out of F2P gacha/gashapon RPGs expanding beyond their East Asian phone roots.

What we have now are some of both the most expansive and biggest budget RPGs on the market ($100-200m projects that certainly count as AAA; equalling anything out of Microsoft, EA, or the likes), seamlessly played online, and monetised via loot boxes primarily for new characters every roughly three weeks (along with a battle pass upgrade subscription familiar to anyone who has played a modern multiplayer game). Fourteen years ago, I was complaining about paid tokens to unlock content in the base game of a $60 premium product. At the time I was playing Genshin Impact (intensely, for about six weeks), I considered the way these games were monetised as discounting them from the running for my top list. But in an era where every multiplayer game is constantly trying to sell me premium skins, I have softened significantly on the way these huge RPGs pay for themselves - which is just selling limited-run loot boxes to unlock the DLC characters that come with free new content every few weeks.

This is really where F2P MMOs have gone, for me. Less focus on anything like coordinated online raids, replaced with what is usually several end-game rotating challenges and at least one rogue-lite mode. Take the narrative content like bosses and add modifiers to keep it fresh. And that works best when your combat feels real good - which is where ZZZ excels. This is fast-paced stylish character action like you'd find in a Devil May Cry or Bayonetta, here refined around a three member party with quick swapping to launch combos and initiate parry counters (fighting game style). Not only does it feel so much better than Genshin (making it hard to go back) but the removal of a healer type forces action to be a lot more energetic. Honkai: Star Rail, being a turn based RPG, manages to differentiate itself (ideal for a quick session on your phone; also probably Hoyo's strongest narrative arcs - it's taken me about 250 hours this year to go from the tutorial area to the current episodic chapters and most of that has been pretty great) and Wuthering Waves definitely also gets closer to ZZZ, even if they do have healer classes (I think keeping it to a three player team rather than the four of Genshin also helps with rotations).

In contrast to many BioWare games or many other premium RPGs with paid DLCs that conclude the story, I've also never been asked to pay more to get the rest of a narrative beat in the ones I've played and their rapid rate of new content would make any traditional MMO blush. The cost of entry is almost entirely in how big these games are - the Hoyo model is a new point release every six weeks, adding two phases of new content that come with one new character per phase. Much of that is permanent rather than time-limited events, slowly building out the mini-games and storyline of the RPG. If you want to get the new character, you either have to be there for the phase or wait for a rerun of the banner but there are plenty of opportunities to collect several core teams without this and you also get a lot of free loot box unlocks during normal play. You absolutely do not have to pay to unlock anything unless you want to unlock everything (insert image of how many thousands of dollars of DLC a Sims, train sim, or Paradox game accumulates or even just the Fortnite store or any other multiplayer skin store).

Honourable Mentions: Honkai: Star Rail; Wuthering Waves.


    Remake of the Year:

Persona 3 Reload

The first MegaTen game I ever completed was Persona 3: FES on the PS2, the complete edition that rolled in a rather disappointing extra chapter to the end of the excellent base game. I had played other SMT before that but it never hooked me to the point I'd finished these often grind-heavy titles. Since then, I've played most games in the various series even if often a few years after release but P3 still ranks very highly for me. I even replayed the PSP port (which was the "current" way to play this game on modern systems before this remake) at the start of the year, terrible AI upscaled images and all.

What Reload offers that the PSP port could never get close to is a genuinely expanded version of the gameplay systems, while still retaining most of the narrative content that came before it, as you remember it (some of the PSP exclusives, like the female protagonist route, did not make it over). All backed with the modern UI style you expect from the Persona team who last worked on the P5 series of games. The characters are a highlight of the rendering and the (3D once more) backgrounds from the PS2 version are mostly upgraded, even if some of the lighting choices remove the dark corners of the original - almost certainly done to try and make the game look closer to drawn anime but I don't think it actually works that well. Atlus are masters of making odd technical choices and this game is no different, but at least a lot of it looks generally excellent if you ignore the (SSAO etc) horrors that a graphics debugger may uncover (never look under the hood of Metaphor if you want to sleep at night). Wish the TAA was better but also you can brute-force quite a lot here and it sure beats… forgetting to ship any AA solution at all until a post-launch MLAA patch.

Elsewhere Capcom continue to iterate on their old franchises and bring them up to the modern era and Bloober Team have hit their stride with a very difficult remake of Silent Hill 2.

Honourable Mentions: Dead Rising: Deluxe Remaster; Silent Hill 2 (2024).


    Metroidvania of the Year:

Prince of Persia: The Lost Crown

I'm not sure I really loved this genre until the spate of "wide linear" games took the formula into 3D (Tomb Raider 2013 was a very important release, without which we may not have even gotten the newer God of War games at all, but also we need to appreciate how Metroid Prime led the way) and taught me why this stuff is so much fun. Previously, especially with those early games, I had felt the mandatory backtracking was a lot of busywork and this was long before you could look online to avoid becoming lost. Graphics were also limited enough that a lot of areas looked the same and lacked the individual touch that provides environmental storytelling today.

Things have been going very well for the resurgence of Metroidvania games in recent years that are replicating what made those older games work and adding new quality of life features to make it even easier to love them. The Lost Crown even offers cloud-sync'd annotated photos that allow you to track stuff you've seen and want to return to later even if you're playing between different platforms. And this year we got a mix of new games and fleshing out the re-releases of old games that are not so easy to play unless you still had an old handheld around.

Honourable Mentions: Nine Sols; Castlevania Dominus Collection.


    Briticism of the Year:

Thank Goodness You're Here!

A minimal adventure game (the verbs are pretty limited here) that's all about the joke and that joke is Britain. As with most comedy, this one will rely on if that lands with you. As someone who grew up in Britain more than anywhere else, I found more than enough to like about this absurd romp through a fictional Northern town, crafted in Yorkshire.

Honourable Mentions: this is not a place of honour.


    Retro Games of the Year:

UFO 50

Fifty games, all new but designed to feel like the exploration of the back catalogue of an old console (which never existed). I think this pick is actually a lot more divisive than something like the remakes Nightdive are pumping out because if you don't really play to completion older games then you'll probably spend ten minutes on a lot of these and not even touch the rest but a lot of the games offered here are full games with hours of gameplay. To really dig into everything being offered here then you probably want to be someone who semi-regularly goes back to play all the way through retro games.

Honourable Mentions: Everything from Nightdive Studios.


    Surprise of the Year:

Indika

This is probably going to be the first major release (their actual first release was a VR-only title some years earlier) of an up and coming Spanish studio. There is a confidence to this adventure game that indicates hopefully big things for the future, despite some rough edges. It's also a nicely skewed but comprehendable tale, where you're never quite sure what the limits of the fairytale world are in which this story of religious devotion plays out.


Additional Commentary

Dragon Age: The Veilguard: Given I (re)played them in 2019, this series was at least fresher in my mind than for many. After a decade in the dark for BioWare, this does at least answer the question of if they can still put out solid games (even just technically). The cartoon characters here really work, along with cutting edge hair rendering and excellent noise patterns all over the place. Going back from trying to ape Skyrim has also helped cut the sprawling open zones back down to the scale of earlier maps in the series, along with a lot of callbacks to DA2 - feels like a lot of the team were possibly hired after becoming fans of that game and wanted to bring it back into the fold more strongly, even with this being a direct sequel to DAI. (I almost promoted it to the list above - a few more good character moments would have sealed the deal.)

Workers and Resources: Soviet Republic: This hit 1.0 this year so it's a suitable time to say that if you ever wondered how the bricks get to the building sites in SimCity, to actually allow the houses to be built, this is the game for you!

Eiyuden Chronicle: Hundred Heroes: I really liked Eiyuden Chronicle: Rising (and the Suikoden series) so you would think expanding that world to rekindle the old series, led by the Suikoden creator before he passed away, would be a pretty easy win. And yet, I just couldn't muster the energy to keep playing this. I might circle back around to it in 2025 to give it another chance.

Senua’s Saga: Hellblade II: Seems to lose the actual spark of an interesting idea that the first game has for the narrative and also doesn't do anything to expand the mechanics. If you play it, it's just about the visuals.

Another Crab's Treasure: Really wanted to like this but I don't think the "fun" atmosphere really matches the mechanics that well. Reminded me of all the worst of old action platformer games that loved to kill you with a smile.

Tales of Kenzera: ZAU: Given the EA backing, this seemed to have a rather disappointing budget behind it. I'm sure the action is good enough for many but I didn't get that far as there were better Metroidvanias on offer even without going into my backlog.

Pacific Drive: I think I went into this expecting more of a narrative game and less of a rogue-lite. What I really liked about survival-crafting games like Subnautica was uncovering the story and, with what I played of this, I just never quite got there.


If I see credits soon… Ara: History Untold; Call of Duty: Black Ops 6; Frostpunk 2; Harold Halibut; Indiana Jones and the Great Circle; Kunitsu-Gami: Path of the Goddess; Like a Dragon: Infinite Wealth; Little Kitty, Big City; Metal Slug Tactics; Open Roads; Still Wakes the Deep. (then I may move some to the above list and write about them more)

I know you called this a 1.0 release: Dragon's Dogma 2; Metaphor: ReFantazio; MS Flight Sim 2024; STALKER 2: Heart of Chornobyl; Star Wars: Outlaws. (but I will check back during 2025 to see how patching has gone)

Credits still distant: 1000 x Resist; Age of Mythology: Retold; Black Myth: Wukong; Caves of Qud; Creatures of Ava; Dragon Quest 3 HD-2D Remake; EA Sports College Football 25; Expeditions: A MudRunner Game; Fear the Spotlight; Granblue Fantasy: Relink; GreedFall 2: The Dying World; Legacy of Kain: Soul Reaver 1 and 2 Remastered; Life Is Strange: Double Exposure; Lorelei and the Laser Eyes; Manor Lords; Mouthwashing; Path of Exile 2; Rise of the Golden Idol; Shin Megami Tensei V: Vengeance; Slitterhead; Space Marine 2; Star Ocean: The Second Story R; Tactical Breach Wizards; Unicorn Overlord.

I still don't own a PS5: Astro Bot; Final Fantasy VII Rebirth; Stellar Blade. (and at this point, if it doesn't come to PC, this is something to think about on PS6)

Sunday, 31 December 2023

Games of the Year 2023

For those of us who work in the tech / game dev sector, it's been a brutal year of layoffs and companies falling over (which possibly potends thousands more job losses to come soon). For those of us playing games, there has been something for just about everyone and a lot of huge AAA releases that missed their original dates arriving all at once. Not all of them great but we'll get into that in my round-up of the new games I found notable in 2023.

So without further ado, let's look at the twelfth annual rundown of games I wanted to talk about during award season.

Alan Wake 2

With a path-traced renderer on PC fed via a skinned meshlet geometry system that extends all the way to foliage sway, this is arguably the very state of the art in real-time rendering. Nothing matches the DLSS 3.5 ray-reconstructed version of Bright Falls and the less solidly existent locations you visit in Alan Wake 2. Before we even consider how the elements of filmed acted footage (which we once called FMV) are layered on top of the scene in a notable step up from the use of that technique in Control.
Remedy have grown a lot since the original Alan Wake was an attempt to make an open world action game riffing on horror elements you might find in the writing of Stephen King (in the same way the Max Payne games have a clear reference point; or even a game from Rockstar, who own the rights to Max Payne). A game long-delayed that ended up stripping the experience back to linear sections, including some rather long driving sequences that clearly would have felt somewhat different in a much more open game. They return thirteen years later as a far more confident studio, with Control DLC acting as a soft pilot for Alan Wake 2 and the establishment of a shared world for the games they still have the rights for (while Max Payne morphs somewhat to become Alex Casey).

The result is a game that iterates on the strengths of Control's narrative while moving away from a focus on combat and into the real survival horror genre. You will shoot things (after burning away their shield of darkness) here but that is not what you spend most of your time doing. A lot more time is spent between combat in puzzles and navigation. The themes of Alan Wake return, but covered as if that first game was only a rough draft and the scope of conversation grows from Twin Peaks to encompass a lot more modern prestige TV. Unfortunately it's a game where I think the less you know going in beyond basic genre convention, the better, so that's all you'll get from me. It's a gripping ride even outside of the world-leading technical and artistic talent on show, even if I'm one of the few people who doesn't love all of their facial animation work (I thought it was budget limitations but apparently this game was definitely AAA so maybe it's an artistic choice).

Baldur's Gate 3

Another studio who are on my list of recent big hitters built on a long relationship to their complete body of work. I remember going to a publisher's regional offices for some press event for Divine Divinity, the rather "we would also like to make some Infinity Engine WRPGs please" origin of Larian's own universe. That series really found their own in the Divinity: Original Sin games, with the first one being a very funny RPG that gets what fantasy can play with while the second game ramps up the emotional weight of the stories they tackled. Some of the best RPGing this decade, at least once patched up for their complete editions (which is why you've only seen them mentioned in passing in these GotY lists before - I was late to the party).

And, after asking the licence holder for a go at making their own DnD RPG, possibly even taking over one of the classic WRPG series, Larian finally used those Original Sin games to persuade Hasbro to lend them Baldur's Gate. Six years of development later, half of which included the public Early Access release of the first act, and it's finally here and winning GotY awards left and right. A digital version of 5th Edition rules where Larian have tried to account for a lot of player action permutations and respond, "yes, and…"

What results is one of the deepest RPG campaigns you can walk through without the assistance of an actual human GM able to spin out new content on the fly. You cannot do everything but the Original Sin penchant for letting you teleport or physics-sim your way through various encounters has been expanded in every way imaginable here. It's a 100 hour RPG that is more than enough to satisfy a craving for epic tales filled with interesting characters but it's also so varied that you will come back to this several times to feel out the variety of what might be, all backed by combat that is a tactical delight.

Lies of P

I went into this game (well, the demo of the first area they released early) not expecting much. How many FromSoft-like titles have we seen trying to be a new Bloodborne or Dark Souls without latching onto what makes some of those games special? And yet, despite the extremely stock Unreal Engine 4 technical construction, what has resulted is both a very accomplished game in that sub-genre with their own spin on lore combined with by far the most technically solid gameplay experience you could want.
While it may be doing nothing unusual beyond the stock UE4 toolkit, the game is competently put together so you will be able to enjoy a very high and stable framerate while the camera doesn't destroy itself on nearby geometry (so leading you to death - my great complaint about Bloodborne, even if you fixed the frankly unacceptable framerate). When available, I play FromSoft titles on PC and like them for the WRPG-inspired games they are but it's rare you get a particularly great PC port, but here we have a game that just works on every platform.

In a very broad retelling of Pinocchio in a future late-Victorian setting (it's not steampunk but the automatons are there you might associate with that), you must carve your way through a hub and spokes world where shortcuts inside each spoke are regularly unlocked as you progress and xp is not permanently lost when you die (as happens in games that force you back to an earlier save) but rather is dropped for you to chase back to (yes, it's very one of those games). The story keeps you going (with a light smattering of side content and barely explained quest chains), the level design really knows what it's doing, and all the upgrades and equipment unlocks feed into a nice character progression. A very satisfying experience.

Like a Dragon Gaiden: The Man Who Erased His Name

Finally, we got a Like a Dragon / Yakuza game onto the main list again. Of all the game I've played, going all the way back to my Japanese import copies of the first two games on PS2, this is the most condensed. An action DLC to the turn-based game of Like a Dragon (7) that grew out into a standalone product. This tells the story of how Kiryu got from the end of 6, into that section in 7, and is set up for how he will return in 8 (releasing early 2024).
If you're remembering how this series works (releasing something new most years ever since 2005), you will be unsurprised to hear that we have a lot of reuse of the city block areas already established (as this happens broadly simultaneously with 7) with a brand new set of mechanics to keep you playing through a new story filled with characters old and new. Your new best friend, Akame, almost steals the show but there's a lot of good stuff to go around (nod to Hanawa as another great new character).

With everything being slightly more compact than in previous entries (even the previous entries that were relatively shorter and avoided multiple protagonists), it's easy to run through this and get a feel for the sort of humour and story-telling this series is known for. It's possibly not an easy point to jump into the story compared to Zero but I do wonder if someone could muddle through here and then dive back into the archive. There isn't anything radically different if you haven't enjoyed the series before but if you want more Like a Dragon, this is great.

Cocoon

From the very first trailer, the hook was obvious: each marble is an entire world you can enter and move around in. Find the suitable pool and put a marble on the platform and you can jump inside. Or just use a marble as a weight to activate a switch or use the color-coded ability it has, like revealing hidden platforms. While you're inside a world, another type of jump-pad will help you get back out to that pool. But with every world being a complete area in itself, you can likely also find another pool within the marble world, and if you still have another marble on you, you can keep jumping deeper.
The striking visuals, economical while avoiding falling into the "pastel indie" aesthetic that it would seem close to, carve out very different worlds inside each type or marble, ensuring you don't get too lost. Although some of the fun is unwrapping exactly what you need to do next to progress - like many puzzle games you can look at what is available to you and understand why every single element is where it is and so what you are intended to do next. It's all very clear with an incremental pace of introducing new elements that slowly build up. Between various sections you also have to fight slightly more action-focused boss battles, although they are still within the puzzle limits and so will not be overly demanding on precision movement.

Short, well paced, visually interesting, and always ready to give praise for solving the puzzles.

Resident Evil 4 (2023)

I actually prepared for this remake by doing another deep dive into this series (I just didn't blog about it, unlike some previous series replays). From Zero to RE6 (my first time playing that last game - it's far too long rather than actually being so much worse than RE5), using HD or REmake editions along the way and including both Revelations games. Most of the games being rather short (when you know what you're doing) makes it easily doable, and my appreciation for RE3make has grown with time, even if I stand by my original position that it could have been great with more direction in updating it. The second port (by QLOC) of Resident Evil 4 to PC (with community mods to bring it further into line with the GC original while retaining "HD" textures) is my preferred way to play the original, a game I didn't think looked good on the PS2 port or played well until the Wii controls.
With Resident Evil 4 fresh in my memory, static lighting (if any, in some scenes; which can feel like it's nothing but a flat ambient component and maybe the vertex lighting of your flashlight) and all, I dived into RE4make to find another excellent update of a classic. The visuals, once patched, are going past what RE3make did with only a few areas where I wish they'd go further (RE Engine doesn't really make good use of ray-tracing, and SSR is, when used, about as bad as it can look to create detailed glossy reflections). This is a retelling of the classic campaign and DLC Ada journey, done somewhat less overtly campy and yet still very much not playing it straight.

A major departure is making the combat almost feel modern. Rather than having to plant your feet to aim, giving the game a very measured cautious movement, the RE4make pushes you to be nimble on your feet and really switch up from melee to range to avoidance. This is divisive but I maintain that Resident Evil 4 was always more of an action game than pure survival horror so given how far they went making RE3make into an action game, this change was to be expected. It just means we get a brand new game that feels totally different to play than the original - more games is betterer. And this game is excellent on its own terms.


  Honourable mentions:


Jusant

Interesting choice to push UE5's very high geometric density (with amazing LoD transitions) and advanced global illumination in a world almost devoid of textures, outside of some artistic flourishes and broad gradients. This climbing game is a great vertical exploration journey; a real mood.

Atomic Heart

Soviet Bioshock. It's been a long time since we last saw an actual Bioshock game and I'm happy for others to give it a new spin while we wait for 2K to reboot the series under new hands and also wait forever for whatever Levine is up to. We are talking all the way to a lighthouse appearing towards the end of the game so the references cannot get much more direct.

What I really like about this spin is they pushed for an open-world approach to the overworld hub in a way that goes beyond the connected spaces seen in the Bioshock games. Then you have the mix of puzzles, superpowers, and guns to keep you moving forward and exploring every inch of the constrained mission sections and overworld. Apparently the English voice tracks aren't great, but I recommend you play in the original language as you'll be reading a lot of soviet style posters with subtitles anyway.

System Shock (2023)

It's been a good decade for remakes and they're not slowing down. This rebuilding of the very hard to play System Shock 1 manages to update what absolutely needs it while also not touching a lot that could have been sanded away by a more thorough remake. At worst, this makes it interesting and at best it elevates the source material to a new level. Going through development Hell, this project has taken a very long time to finally find where it wants to land on remaking vs replacing and, just like the retro-future visuals, it decides that actually it wants to both be very modern (with every UE4 effect you have come to expect) while also being a pixelated blocky world with lower texel density than most games and a very clear style to that choice. Luckily, it all works and makes a System Shock you can play in 2023 without hating the interface, something no mod or update before has totally managed.

Planet of Lana

Referencing Another World, this is a side-scrolling setting where nothing quite makes sense but you're going to unravel some mysteries and do it via a lot of puzzling in a brisk and quite visually pleasing little puzzle platformer. We've had a lot of that in the last 15 years (did this current push start with Limbo or is Braid a better start date?) but this one knows how to run an evocative text-less story without looking like a copy of a copy.

RoboCop: Rogue City

This came out of nowhere. A licensed game from a developer who does that kind of work, only this time someone has clearly been playing some of those first-person RPGs before detailing out the semi-open gameplay they wanted to build into each hub area. I'm actually going to reference back to Deus Ex here as a grimy world where you get a main mission but are also expected to walk through a lot of hub areas and discover a lot more to keep you occupied between finding somewhat more linear mission sections. On top of the very solid gameplay, the world they've built in Unreal Engine 5 uses all the new tricks in the toolbox to lavish destructible detail into every corner, just don't look too closely at the animating faces as the budget only goes so far.

Venba

What a lovely little game about immigrant families, cooking, and finding how to belong. There is a bit of freeform cooking, where you are not under any real time pressure but just have to play with the ingredients to work out the correct recipe (if you're not already familiar with these dishes) but most of this game is about enjoying where the story goes as a young family grow up and deal with the challenges of moving half way around the world.

Persona 5 Tactica

I finally played the Royal expansion to Persona 5 this year (given the original game was 90 hours and the expansion requires a full replay of all that content and a new conclusion, it was always going to be some years before I got to this) so the story was fresh in my mind as I dived into this tactics spin-off, sorta set towards the later parts of that main game (but really, they don't do a lot to justify how this would actually have all crammed into that time period so it would almost be better to think of it as an alternative fork for those characters you know so well).

The translation of the turn-based RPG into a grid-based tactics title works well, with a lot of movement freedom and move chains to build puzzles out of (the campaign mixes more standard missions with side puzzle encounters). But what you're all really here for is teens being put through the emotional wringer while asking questions about how we deserve to be governed and how those in charge are all trash. And, like many other Persona side-story content, this one really hits the mark. So if you want to go back to the Phantom Thieves and spend a few more hours with them, you can't do better than this.

The Expanse: A Telltale Series

I love the show, the books, the cast, and I'm pretty happy with what Deck Nine have been putting out in recent years (Life is Strange stories where the queer subtext is text). So I was really happy to see this manage to tell a decent short back-story using enough of the original cast to get you into the mood (I assume Jared Harris, after Chernobyl, Foundation, etc is a rather expensive casting and so why they had to use a different actor).

Steamworld Build

Above the ground you're playing a quite simple Anno-like, building up production chains from raw material to designer goods to keep your population happy and allow you to upgrade their buildings and access new tiers of workers and products. Under the ground, this game offers a mining game (not totally unlike a Dungeon Keeper) with all the combat with critters reserved for subterranean levels (rather than the open seas of Anno). There's not a lot here but if you want an indie Anno without the multiplayer, then this will satisfy your urges.

Beacon Pines (2022)

If I'd played this last year when it came out, it would have ranked highly on my top list. I managed to hoover it up this year and what an absolutely delightful tale, told via a branching path in which you eventually explore all paths to fill in the full story.

Chained Echoes (2022)

As with the above, this would have ranked highly if I'd played it in the launch year so I'm making sure to give it some credit with the honourable mentions. This is a large 16-bit style JRPG with just as much to say about what people should be worrying about in the fake middle ages filled with magic and war. The combat system (on foot and in flying mechs) and levelling systems are quite fresh, to hold it all together.

  Not making my top lists (despite personal anticipation or being a big hit with others):


Zelda: Tears Of The Kingdom - I said what I said. Adding 2015's Besiege (or a dozen other indie games that have been doing this for years) to BotW hasn't improved my views on the new series significantly.

Any of the big Microsoft titles for 2023 - The Forza Motorsport (2023) reboot really tested my patience in working out what was up with the settings menu and why I was getting such an inconsistent result from the in-game benchmark run-to-run, and this is before we discuss the broken progression system that locked car tweaking behind several hours of play despite some cars needing upgrades in a very different order to others; Starfield has basically nothing to get me going, from a settings menu missing basic options like calibrating the brightness from the broken mess it shipped with (unable, in most scenes, to generate values under 1 nit) to a thousand fractured open zones with nothing to do in them and so mandatory fast-travel for most movement around the universe; and Redfall… well, what a mess. Studios whose work I have very much enjoyed in the past but even looking past technical issues galore, these do not seem like solid foundations on which to build experiences for me.

Metroid Prime: Remastered - Somehow the new assets didn't hit as hard with me after all these years because I've been playing all the community updated versions of my original copies with proper mouse-look and so on. Contrast this to how RE4make reinvents the entire game. Maybe this is a me problem, but the community have shepherded this series far better than Nintendo have and this remastering of the game with new assets doesn't quite rank putting into a list above.

Wo Long: Fallen Dynasty - It just didn't hit with me; negative enthusiasm from hour one. I might go back round to this in 2024 and give it another go but it didn't immediately grab me (I'll pencil it in on one of my lists at the end of these articles).
Dead Space (2023) - This remake almost made it to the list above, despite some very funky technical issues (Vanishing keycards? Broken textures?) and lack of ongoing support for PC but in the end, I didn't play enough of it to put it on the list above because I kept stopping with the thought that maybe everything would be fixed in subsequent patches. This is an issue I've had with quite a few major games this year on PC (which is becoming my only current gaming platform as I have neither current-gen consoles [expected to outlast a new console launch in 2024] nor a current phone [Snapdragon 845 was great in 2018 but it's been some years now]). The atmosphere of this remake almost overcomes all of the above and yet… what if they'd used RT (or a SDF fallback, a la Lumen in UE5) for the reflections to remove all the grainy noise on metal surfaces or did some GI to get a touch of bounce lighting into those dark crevices rather than rendering them in Doom 3 black?

Star Wars Jedi: Survivor - Is this going to get fixed (on PC, where animations do not play back correctly)? How did they release the second game with as many bugs and issues as the first game (which was only really fixed by a next-gen port to what are now the current consoles)? I feel like if you, months after release, have to rip the entire RT rendering system out of your 60fps mode on current gen consoles to try to recover a stable framerate, something went very wrong in the management of this software project. And the first game was all about loving what was being offered here despite the technical issues so why was this game so much more ambitious when they clearly couldn't manage that jump within the budget. I'd love to hear the story of who meddled in this to cause this outcome (which really is tarring the reputation of Respawn as a more reliable pair of hands within EA - who within EA is left because you'll notice it's been a very very long time since I could mention BioWare on these year-end roundups).
Wild Hearts - Another EA published title that didn't seem to launch well on PC. Show me a sixty second stretch of gameplay and I'll show you 100ms stutters. At least the Dead Space traversal stutter as it loads new areas is somewhat predictable (now they patched out several other launch issues). This is apparently a fun Monster Hunter like and yet I'm unlikely to ever find out for myself if they don't patch this on PC.

The Lamplighters League - Oooft! Didn't launch well so look again in 2024? But it doesn't sound great given that HBS was put up for sale by the publisher immediately after launch. Paradox have somehow squandered the FASA Interactive linenage and a team hot off a trilogy of great Shadowrun RPGs and the amazing Battletech game. Apparently they slashed up to 80% of the staff months before this game was released so it went through final polish on a skeleton crew.

Cities: Skylines 2 - A trash fire launch again courtesy of Paradox publishing. My experience was a totally busted settings menu where you had to fight to get anything close to a playable game, despite quite poor visuals. Once you got into the actual simulation, major sections seemed totally broken, like garbage not working at all, an infinite thirst just for low density housing (that would instantly fill to create endless sprawl yet no demand for jobs or shopping opportunities), and some ratios that seemed to mean I would need about 5% of my total city areas dedicated to primary schools. And this was telegraphed by them saying it was releasing rather hot in the run up to launch yet not flagging this release with the Early Access badge (that normally means you're not going to charge for DLC for a while).

Forspoken - I don't think anyone was really going to bat for this in GotY lists (and the demo deflated what enthusiasm I'd previously had) but I wanted to round out the list of games where the dev's previous work was something I enjoyed greatly and was a total flop. Given the studio has been dismantled and now does support work for other teams, I assume they're never going to give it a more fundamental rework to try and find the fun inside.


  Didn't play enough of to comment:


I made it through most of my to-play list from last year, but wanted to note one title that I managed to fail miserably to actually follow-through with and didn't even get far enough to put it on the list above as a pencilled in "miss"...

Return to Monkey Island (2022) - I replayed through both (1 and 2) special editions in this series, which hold up quite well and look good, and 3 (Curse), which isn't as to my tastes but is still by far the most visually striking the series has ever been. Then I played the opening scene of this (6; Return), that starts the second after the ending I don't really care for in Monkey Island 2 and failed to go back. I should fix that in 2024 and give it a real chance rather than leaving my replay hanging [I really can't stand the visuals of 4 (Escape) and could never get into Tales - better to just pretend they don't exist; so it was a smart move to not set the new game at the very end of the series].

Seas of Stars - I played Chained Echoes for my 16-bit RPG fix in the later part of this year so didn't get round to playing much of this. But I am looking forward to diving into this in 2024, if it's half as good as Chained Echoes at mining what's timeless about those old games.
Need to play more of in 2024: Deliver Us Mars; Hi-Fi Rush; Amnesia: the Bunker; Pikmin 4; Terra Nil; Armored Core VI: Fires of Rubicon; The Crew: Motorfest; Dredge; Remnant II; Coffee Talk Episode 2: Hibiscus and Butterfly; The Last Case of Benedict Fox; The Talos Principle 2; Viewfinder; Dune: Spice Wars; Thirsty Suitors; Phantom Brigade; Humanity; Wo Long: Fallen Dynasty; Like a Dragon: Ishin!

Didn't even get to start in 2023: The Exit 8; Assassin's Creed: Mirage; Warhammer 40k: Rogue Trader; Cyberpunk 2077: Phantom Liberty; Goodbye Volcano High; Atlas Fallen; Slime Rancher 2; Dead Island 2; Immortals of Aveum; Chants Of Sennaar; Lords of the Fallen (2023 rather than same title in 2014); Company of Heroes 3; Shadow Gambit: The Cursed Crew; Bomb Rush Cyberfunk; Super Mario RPG (releasing for the first time in Europe); El Paso, Elsewhere; Total War: Pharaoh; dotAGE; and Avatar: Frontiers of Pandora.

No PS5 list (and at this point in the perf vs upgrading my PC scale, I can't see it happening until they really slash the price - a $550 4070 made a lot more sense this year to let me play games looking their best vs a PS5 or Series X, which is exactly the upgrade I made): Final Fantasy XVI; Spiders-Man 2; and anything PS VR2 related. [At least outside VR, these should be coming to PC sooner or later.]

Thursday, 30 November 2023

The Long 2017 with Zelda (TotK reviewed)

2017 was a big year for games and next month I'll give you my GotY rundown on another year that included a huge open-world Zelda game and the next entry in the Forza Motorsport series (games: they can take a while to bake nowadays). But, given it took quite a space to dig into why Zelda: Breath of the Wild wasn't going to come close to making my list of top games, despite being at the very top of so many best-of lists in 2017, I thought I'd break out the Tears of the Kingdom talk into another post entirely.


You can play as a girl?

And here we start with the great calamity: while BotW was disappointing in how it becomes the solo story of Link the Twink, we come back six years later to find that the intro does a great job of setting up the new big bad and a pair of plucky adventurers. But that's it, sorry. Zelda is now a pre-rendered cut-scene character (excluding some illusions/misdirection) for the rest of the game. And the real killer to my enthusiasm was the narrative payload of 18 pre-rendered videos pointed towards a much better story than is in any of these open world Zelda games. I want to play that game! I want those scenes to be part of my deep RPG progression. Half of the cast of characters you "meet" in this game are in a totally different game you get to see in a handful of video files from that other game about Zelda fighting the original big bad in his origin story or in ghostly form, to explain the plot to you.

I was repeatedly reminded of The Witcher 3 (which I replayed recently) where you do get to play as Ciri, because this is her story even if anchored to the conclusion of Geralt's trilogy. That we see so little engaging story in TotK, despite some clear effort to make areas of the world evolve as the story progresses (as the sequel reforms the world anew), is disappointing. And not just a single moment of crushing realisation. I went through the tutorial and expected to find Zelda at some point, which then becomes the entire central thrust of the mainline quests. "Surely it's more than just some unlockable video files? Surely this isn't a 100 hour RPG constantly saying the princess is in another castle?" Then, by about the midpoint of the main quest, you realise the full extent of the plot design and realise that Zelda is gone and will just be some videos from long ago. Barring the obvious very last scene, where the narrative weight of decisions in that other game (you only see in videos or text entries) is undone by the magic of storytelling for children.


A game written for children

Because this game is written for children, old enough to read (as very little of it is voiced dialogue, feeling like a throwback to earlier times, especially given how well BotW sold and so the unlimited budget they should have had to make this game) but certainly not written for a teen audience. Nothing makes it into the script that will be too much for a twelve year old. Nintendo knows who they're making these games for, even if many critics who obsess over these titles are in their 30s to 40s and love to reference classic games much older than most of the primary audience when making comparisons.

Every time I read over another line, I couldn't help but notice the word choice, the repetition, and the focus on guidance. For a game all about the freedom to explore anything, it sure is worried you're not going to understand any concept that a dozen other titles have taught anyone who has been playing games for a while. That you need the most plain, simple language and cartoon comedy to keep you clapping. I'm quite old at this point, but I can at least enjoy some good all-ages (especially queer-friendly, which we didn't get much of when I was that age) content into the teen angst (who doesn't like to look back on a misspent youth?) of "young-adult" fiction. But I get almost nothing from this - I'm chasing after ghosts (of a better story with better writing).

The performances are all fine, when there is dialogue (I played with Japanese audio, which is how I play most narrative games from Japan except for some very Americanised releases like a Kojima joint or some Capcom output). But there's nothing behind it (and that becomes all the more obvious when you only get a few audio hoots while reading the text-only conversations). I'm not sure how to engage with a critical consensus that seems to claim that Assassin's Creed: Odyssey (especially in the final patched version with all that freeLC and two expansions) is not as well written as Tears of the Kingdom (or BotW before it). That anyone could put forward that the quest writing and narrated journey through those worlds is better in TotK boggles my mind - it seems openly contrarian in the way someone might push back against a Hollywood period epic (which can be a bit "cringe" in spots) by pointing at a basic children's movie and calling it the more substantial script.


A scattershot expansive open world, doubled

That the back-story (the better RPG we didn't even get) is told in a randomised order doesn't manage to actually drive my investigative desire. I don't know why it was designed like this rather than each time you find an ancient tablet or a dragon's tear it unlocks the next sequential bit of the back-story. Outer Wilds is one of the games of the decade for me and nothing here implies a familiarity with how deftly that game managed so much back-story that could be unlocked in an order depending on how the player wishes to investigate. I crave for a huge RPG that learns those lessons for this sort of thing.

If I randomised the shrines, you would not know. Outside of the initial tutorial shrines on the first island, they are not really intentionally placed. Lots of tutorial shrines are ones you might encounter in this go-anywhere game in hour 40 of your play. Oh, and of the over 100 shrines I completed, there were a couple dozen types with less than most actually interesting. Lots of very rote combat puzzles or straight up mechanics tutorials which you already had been doing for hours. Many teaching you (combat) controls could have been an on-screen prompt in the open world combat.

The shrines have the double burden of acting as fast-travel points and so being forced to exist in the density and distribution to help feed that system but also be content in their own right. I often found myself asking why this shrine existed, if it wasn't just because they needed a fast-travel point around here. And then we still have Korok seeds and so on. Just a random location with some thing dumped in it with no real connections to the surroundings. "I guess we need a pebble here, as there are no other pebbles around so this denotes a Korok hiding spot." "Look for this tree stump in the woods, because we could have just omitted it but then how would we restrict your carry capacity?" At least most good collectibles are to show you that you found a path less travelled and here is the consolation prize to tell you you have now completed down this dead end, but given how open the terrain is (even in the down below; the sky rarely had multiple paths worthy of calling something a side-path) then that doesn't really apply in TotK.

I played through most of the content I found, both above and below; rather enjoying the dark depths, until I realised how little there was to actually do there outside finding copy-pasted combat (tied into a very long quest chain) or mines. I sometimes got frustrated that it wasn't actually nearly as open as everyone said, with several systems or quest chains locked and no signposts to even note that this would be unlocked later or how to advance towards that.

Some quest lines that seemingly don't have to be finished before rushing to the end boss are locking vital upgrades and features. Some soft signposting that does exist is actually eventually required to be engaged with so how optional are they to the main quests? But also there's not a huge amount of content there (you can very quickly jump from the five cities to the temples without really exploring those areas and sometimes it even feels like the game is uncertain if some stuff is to return to later for collectathons or actual content you should do while there). I know I did the mazes relatively early on but my mind blanks on if they ever tied back into the wider plotlines because so much of the game feels like some stuff designed to chew through that's not even important inside its own internal lore (contrast to the weight of every bit of a Dark Souls game).


Coming apart at the seams

As I ended up doing a lot of collectathons and exploration, I got to the second tier of batteries, the blue ones. And promptly found out that most of the really cool vehicles, if they don't disappear via leaving them temporarily (once you step over an invisible area boundary) or a level load screen resetting the world (outside chests that are permanently removed and monsters that respawn on the blood moon timer), will blink out of existence before you even get to the chance to fully use them. No gliders going long distance, no balloons actually letting you get to the sky unless you pay for a lot of them so go much faster - it's not that this stuff prevents you sequence breaking, just makes you farm for mats to build larger machines that can go much faster. It removes the fun of Link being a little guy making fun little vehicles to cruise around in (that don't cost many resources). This may well be a technical limitation of an engine creaking at the seams.

Early in my playthrough, although you may encounter this at any time, I was rebuilding a village and after dragging over a dozen tree logs over the hills (using the magic physics gun to stick all the trunks I'd chopped down into a single blob, as there seems to be no limit on what the physics hand can hold, then just sprint over the land because building a vehicle would have been no faster and used up resources for a vanishing vehicle) I had to help rebuild five houses. What fun physics puzzles would the creators of 150+ different shrines [spoilers: the shrines aren't that diverse] have thought up to show me helping rebuild this town?

Every single one of them had two rings and the puzzle was for me to cut down another tree (this time a longer one) and drop it into the rings vertically as a central pillar. Only it was high up enough you always had to climb up to the top to get the height to use the physics hand to drop it in cleanly. In an area where it rained far too often so you couldn't climb up without falling back down (because I'd not yet done the 12 side-quest chain to unlock the "sticky" suit to remove this annoyance) and even when I got half way up, the platforming control on thin geometry show this game is not nearly as polished as you'd want for doing that sort of precision movement. Link fall down (or goes off to get more materials to build ramps).

Again, fine to do once or twice but every single building required the same exact thing to be done. This took 6 years, while starting from an engine that seems to very much be similar to the BotW renderer with much of the interactions preserved, that reuses the basic underlying world shape from the last game (expanded here). Thousands of people worked on this. Because it'll sell tens of millions to make it one of the highest grossing games of the year (maybe the highest without online/microtransactions?) but we get this copy-paste everywhere, next to no VO, etc etc. It's just frustrating what this could have been. Sticking vehicles together isn't enough.


Wrapping it up

The game is systemic but in that systems are simulated rather than that they build puzzles actually expecting multiple paths (if you sequence break or find another path, that's due to systems complexity not consideration of the puzzle design). Immersive sims build several paths depending on your character and you get to pick a path or use the way systems interact to "break" the game and use none of the paths. Here you can break many puzzles but they are clearly designed for precisely one "correct" answer. Also some of the systemic stuff is very light: you don't have to use these metal blocks put next to the puzzle to connect the electricity source to the detector to open the gate, you can grab any random metal object or even the metal weapons you carry with you but if you use an electric arrow then absolutely not, you can't trivialise puzzles by thinking around the requirements (no cheating like that).

And talking of arrows, this is not the great hope for Far Cry crafting but even more varied and interesting with being able to craft a batch of enemy-seeking flaming arrows which can teleport to mirror jumping enemies. There are 500 items you can combine with your arrows and you will use precisely four of those items 1000 times (via a secondary menu, no crafting batches here or being prepared for combat) while every other item you will use once then ignore. It's not actually interesting or deep, there's just a lot more busywork and possibly even farming depending how committed you are to fully utilising the additional tools open to you (or giving up on a system because I'm not going to farm mats for that). Which is a lot of this game.

At least we can all agree that the fifth ally quest chain feels like it drags on (I'd even pre-completed a few parts of it many hours earlier, those which you are allowed to). That's not to give the game praise for being non-linear, because there are several hours of my life I'm never getting back, which I alluded to earlier in this piece, finding various things in the underworld that you cannot actually progress because they aren't activated until this very late game questline. And then you do a final dungeon run that I also didn't find at all interesting (even compared to the main temples, which are a solid three out of five if ever there was) and get to a damp finale anyone over the age of six sees coming, with meh writing throughout.

It has been a bit over a month since I completed TotK myself, a game I played through May, June, September, and finally October. I possibly liked it significantly more than BotW, especially those first dozen or so hours. And yet I still find it a far more frustrating game, full of half-baked ideas and pointless divergence from slowly established genre conventions (that also ends up replicating mistakes from a lot of earlier games in the open world genre) despite what many say about those issues actually being secret strengths (but to go over this would be to repeat my BotW comments). With an injection of a lot more reactivity (like Baldur's Gate 3 offers) or production values (like most AAA games do, especially after the last game sold well over 30 million copies; which Nintendo rarely discounts as deeply as other publishers) or building more narrative framework that embraces a slightly older audience, this could have wedded systems and story into something special. I can see the embers of what others love, but it's all turned to ash in my mouth!