2020 was an absolutely horrible year. Controversial statement, I know. Despite everything that happened, I found this to be a very good year of releases, and had a pretty tough time shaving it down to a list of 10. Through quarantine and beyond, most of the games here helped keep me somewhat sane.
Much like my list
last year, I'll have the voting at the bottom.
X. Deep Rock Galactic
Deep Rock Galactic is one of the nicest surprises of the year for me, as it wasn't something I followed in its early access state that much. On paper, it's simple: Procedurally generated cave systems, co-op spelunking as one of four classes that have to mine their way through completely destructible environments to various different objectives. Splash a Left 4 Dead style director on there, and you have a stew cookin'.
First and foremost, we have the classes: Gunner, Driller, Engineer and Scout. Driller is probably the immediate standout, as aside from a flamethrower and pistol, he has a pair of giant drills that can carve through any and everything. Need to reach a dropship within a few minutes? A driller can quite literally dig a tunnel carving up the entire way there. A driller may also have to let the drills cool down, as everyone turns around and realizes a swarm of enemies have funneled within his tunnel, getting everyone killed. It's DRG distilled--hilarious nonsense that can work out perfectly or blow up in your face. The others are generally more traditional, from the Gunner who is more combat oriented, the Engineer that plants a turret and has a platform gun (that sorta functions like the goo gun in shadow complex), and Scout has a grappling gun to mostly go off and be a selfish bastard. Naturally I mainly played as a Scout. He does have a flare gun which helps illuminate the many dark areas in the game, though every character has basic flares that regen over time.
These classes play off eachother well both in navigating towards your objective, or fighting off the bug menaces that populate the world. These beasties naturally have to be able to navigate these generated caverns, so they can all either fly or scale up/down walls to reach you. Combat here is actually surprisingly satisfying, helped a lot by the enemies having visible destruction on them that is more than just visual. The melee focused Glyphids look a bit like a combat ready spider, with two large front legs that are often protected by an armored shell. These bits can all be blasted off to expose the weaker skin below. Detonators are a special treat (or hell), as they're massive creatures that rarely show up but function like a walking time bomb. And I mean BOMB. Killing these enemies causes a massive explosion that literally leaves a massive crater no matter where they are, which can lead to some hilarious moments where they show up at the worst time possible, or alter the level in a way that screws over someone who is less mobile.
The game currently has 10 biomes and 7 mission types, all of which greatly impact the way levels are generated. This, for me, is the game's biggest strength—sometimes with procedural games, you eventually see the cracks within the system, like prefab rooms shuffled around. Here, though? The levels constantly play out in totally different ways, and can put the player in some really crazy situations in the process. The biomes are not just visually distinct, but include their own hazard and some level of variance within the generation. Sandblasted Caverns is filled with weak walls that are easily broken, but can have sandstorms that blind you for awhile, and tend to be pretty vertical. Magma Core pretty much slowly rips apart, dotted around with explosive plants that blow holes into the map that can be used to your advantage, or turn fights into an absolute clusterfuck. Some of the mission types do wacky stuff like building your own pipeline, which then lets you grind the rollercoaster pipe you made as you go around repairing the parts being attacked as you drill away. Others are more combat focused, like riding a giant drill that decimates the entire level that has to be manually refueled while enemies constantly come after you. Missions have a range of length and complexity which further mixes all of this up, on top of special modifiers that increase your reward payout and generally make things harder. Like having an invincible giant ghost following you throughout the entire level, or having all the enemies explode into leeches.
Ultimately, this is just a really, really fun game. It's been getting some incredibly cool support over the months that have been totally free, there's no FOMO mechanics like a battle pass to feel like this is something that you NEED to keep staying hooked into, so it makes it easy to pick up every few months to see what new stuff is added. Most importantly, there's a button you can hit that makes your dwarf scream ROCK AND STONE FOREVER, YEAHHHHHH which is mostly what you will hear echoing through the caves in co-op no matter what is happening. It's a jolly time.
IX. Ghostrunner
That's right: The cyberpunk game of 2020 is here, and surely no list is complete without it. Ghostrunner is a slick and brutal ninja parkour game that is not totally unlike a 3D Katana Zero. Wallrunning, sliding, dying and resetting are all things that will happen in rapid succession as these small puzzle box rooms are fully unraveled, but there's quite a bit more to this game than I originally expected. Long sections of pure platforming, introducing and escalating level hazards and enemies, a weird ass tetris style upgrade system on top of extra moves leads to a game that actually has a hell of a lot of variety crammed within its ~7 hour runtime.
The greatest asset here, and something that would quite literally ruin this game from moment one if it wasn't pulled off well, is how damn good this game feels to control. Ghostrunner does a great job nailing the momentum a game like this should have, as you chain wall jumps, air dash right through an enemy, right into a bunny hop slide to a new wall to look for your next target. The combat is very much a matter of move at all times or die, but the game frequently checkpoints to the point that I never found this frustrating, and on the flip said made FINALLY getting a clean run to be an elating feeling. This mixed with the general aesthetic of the game, and an appropriately fitting
sountrack that matches the actions to what you're doing super well just helps to make the game really capture specific moments where it feels like all cylinders are firing.
Scattered about the game are a handful of boss battles, and I'd like to give a shoutout to one in particular that felt like a very well realized platforming setpiece. It's a giant laser filled room that is genuinely pretty tricky and overwhelming to navigate, but MAN does it feel good to finally get the rhythm down. The others don't fare quite as well, as head to head combat is not really what this game is built for, but I didn't mind them too much in the grand scheme of things. The upgrade system can be used to a pretty nice degree, making things such as deflecting bullets possible (yet this wasn't even something I opted for), so despite the head to head stuff not being a strong suit, it is possible to play the game in a few different ways instead of there just being one solution to each room.
I don't feel like this game got talked about much, but it's a very strong take on the concept it was shooting for, and it's also a cyberpunk game that was actually finished! A novel thing, clearly.
VIII. Spelunky 2
The year is 2012. Spelunky HD releases. It becomes one of my favorite games of all time, atleast from a pure design point of view. A sequel is announced, I'm cautiously optimistic. How do you even top the original? Spelunky 2 is a game that manages to both exceed the predecessor and succumb to issues that ultimately hold it back for me. But first let's talk about the essence of Spelunky and why I appreciate it so much.
Spelunky is…well, uh, a game about spelunking. It's a roguelike that has you descending deeper and deeper into the depths to see what lies at the bottom. Along the way are items, gems, and shops to spend said gems. Oh, and it's HARD. Like, really, brutally hard. But it's also fair! Sorta. What I love about this series is that every hazard reacts and punishes equally regardless of who the culprit is. Let's go to a weird example here: Dark Souls. There's a room relatively early here that has you fighting an enemy in a narrow hallway. The enemy can swipe a sword at you and have it clip right through the walls, but if the player tries the same thing, they're going to clang the weapon (and die). The player can use a spear to thrust and be alright, but either way the enemy does not abide by these same mechanics. In spelunky, it doesn't roll that way. An arrow trap gets triggered by movement within ~6 squares in front of it. Doesn't matter if it's you, your rope, your bomb, an enemy spider falling from the ceiling, etc. Arrow traps have one single shot, and it's entirely possible that many of them already triggered on enemies before you got there, so you need to visually find the arrow on the ground before you know it was safe. When you get good enough, the arrows can be whipped out of the air. This is one trap among dozens, tracked by a journal that logs everything you'd want to know.
Spelunky is a game about knowledge and interactions. Finding out how things tic, quickly making plans or getting the hell out of the way when you see a disaster about to happen. It's a game that is loaded with slapping your head after a death, but laughing as you likely just learned something new. It's a roguelike that starts entirely fresh each time, but you as the player are leveling up and figuring out how best to navigate the ever shifting traps in front of you. It's an excellent framework that's brilliantly executed.
But there's a spelunky 2 to talk about! This is a game that truly feels like it was designed specifically for and around the masters of the first game. Which is to say this game is FUCKING HARD. HOLY HELL, WAY HARDER THAN 1. BEWARE. There was a conscious effort to do many things that will trip up veterans of the first game, which ultimately "solved" the best ways to clear things, like killing the shopkeepers and finding a jetpack. Jetpacks are much scarier now as they can ignite and explode on you, while shopkeepers start to build outposts hunting you down which becomes incredibly risky for an early game robbery benefit. The biggest new hook here are the split paths that lead to different worlds, instead of it always being a case of Mines -> Jungle -> etc. The mines now split to the Jungle or Volcana, which each carry different enemies and hazards (aka: more knowledge to obtain). On paper I love this idea, as it can help make runs feel more varied in a way that the first couldn't, even with procedurally generated rooms. In practice I find that the first split is solid, but the second is pretty unbalanced as one side is significantly harder than the other.
My biggest quibble with Spelunky 2 comes from a few pretty static placed encounters. 1-4 is always a fight against Quillback with a very similar layout, while 3-1 is always a boss fight that basically doesn't change whatsoever. These two moments are pretty unlike the original, where there was a boss at the end and a secret area/boss beyond that. These are placed too early in a game that is otherwise so varied, the 3-1 boss especially stands out as it can be deceptively easy to die to, typically just from being impatient. The game's OST is also hit or miss relative to the first game. In here the individual tracks are more dynamic based on what's happening, but there also is just that one song per area as opposed to a handful that would randomly play. I straight up dislike the song that plays in the mines, and it's a bummer considering you ALWAYS have to go through that area, and if you're going for a specific type of run, may need to reset and stay here much longer than you'd like to. Plus in typical Spelunky fashion, it's entirely possible to go into the next world and have a promising looking run get ended due to being dunked in lava, and then it's back to the start.
Alongside additional complexity, however, can come even greater feelings of success when these challenges are all toppled. Both spelunky games love their secrets, and the route to the true final world is a hell of a task that actually has additional layers on top of it to reach a level even further beyond. It's a challenge that I genuinely don't think I can even possibly complete, but it's such a tall ask that to even see that others were able to do it is impressive in itself.
There's also online co-op, which is a beautiful disaster that will almost always end in the absolute stupidest deaths you've ever seen. Maybe not the best idea to seriously tackle the game, but (after some patching) is functional enough that I did manage to clear with a bud. Even if I basically was hard carrying the entire run (you cannot deny this friend
Net_Wrecker).
Spelunky 2 is a game that is bigger, bolder, and harder. That is not necessarily all for the better, but I do think it makes enough improvements that it makes it nearly impossible to want to go back to the original.
VII. Hades
The ying to spelunky 2's yang comes Hades, another roguelike that could not possibly be more different in its design goals. You don the role of Zagreus, a young lad with a slew of daddy issues trying to escape Hell no matter how many times he dies in the process. Hades does a great job bridging the gap games of this ilk typically have, weaving death and multiple repeats into the narrative itself, featuring heaps upon heaps of dialog based on what happened in the previous runs. It's no small surprise one common remark alongside Hades praise is "I don't like roguelikes, but": The story connection gives players something to get attached to even when they hit a wall in gameplay, whereas this same player might get rocked at the start of a game like Spelunky, see no appeal, and drop the game. Hades also has permanent progression which offers more to chase after, and another helping hand against those same walls. But hey, I like roguelikes!
While the story implementation is what gets mentioned frequently, gameplay in Hade is no slouch. It's all fairly simple on paper: An attack, a special, a cast and a dash. The various weapons all have their own flavor, such as the shield blocking damage as it charges, or the gun having a reload mechanic, but the real mix up here comes from the godly boons. In a twist of clever world building, the greek gods show up as the roguelike randomization that really defines and alters how a run goes. Each god has a gameplay theme tied to them, such as Dionysus with Hangover (essentially poison), or Artemis and crits. This is what turns Zagreus into a potential synergistic wrecking shop, leaving blades behind as he dashes chaining lightning onto everything. This is coupled with some nice feedback and solid controls, so it all looks and feels great. Oh, and the character artwork? *chef's kiss*
The gameplay REALLY clicks with the fantastic job it does in slowly unraveling and dripfeeding new stuff to the player. The hub features the house contractor and the mirror, both of which permanently increase Zagreus ranging from extra HP, more lives, all the way to increased rarity on obtained boons. Early on it makes for some tricky decision making on going for keys to unlock weapons or extra mirror slots, or going for darkness instead to further help with all future runs. This, along with genuinely getting better at enemy patterns leads to a satisfying loop that ultimately culminates with the Pact of Punishment. This is essentially the difficulty scaler after you cleared runs, has a ton of different toggles to make the game harder and harder while wiping the rewards so you can obtain them again.
While Zagreus himself changes a lot run to run, I didn't find there to me enough variety in what I was encountering to hold my attention as long as other games in this style. Bosses in particular are essentially static outside of the first one, unless the boss specific pact of punishment is turned on. It's a little too on or off as with the pact I KNOW it's going to happen, so I would have liked to see some more granular options here. The environments also can get fairly samey, though when we're talking about a smaller scale game with such a wealth of voice acting, I can understand the tradeoff. That same wealth of story content can occasionally be constricting, however. The main other issue I found that I ran into was that the character within hades generally say one new thing each time you return from a run, be it by death or completion. Chaining completions can actually backlog some of the talking, and as there are arcs per character it sometimes got frustrating to not be able to make any progress on these as the characters just kept talking about other things inbetween runs, and unless I would go in to intentionally die quickly, there's no smooth solution. Suffering from success, y'all. The biggest fix for this would be to crank the pact of punishment up, but the game doesn't really reward shooting more than a level beyond the most recent clear.
Supergiant games have been a name I respect for quite some time now, but Hades is the first time they've really ascended into something greater for my tastes. They made a hell of a game (I'm sorry), and I'm curious to see where they go next. Their specific storytelling style worked so well within this framework that it would almost be a shame to not see more come from this.
VI. Yakuza: Like A Dragon
Some games just have HEART, y'know? The Yakuza franchise encapsulates that more than most in my eyes, with Like A Dragon escalating that to new heights. Kiryu can finally stop suffering for now as it is newcomer Ichiban Kasuga's turn to pay the blood tax necessary to lead the franchise, and boy does our beautiful boy suffer. Along with a fresh new face comes a huge departure from the standard brawling the franchise is known for, instead turning into a turn based RPG, party and all. Many of these landings are not down without stumbling, but, again, HEART.
First I would like to mention Ichiban again. He is the greatest. He is real, and he is my friend. He's the absolute perfect character to craft this new story around, and I mean no disrespect towards Kiryu by saying that. Kiryu? Great. Yakuza is a franchise that can blend drama with off the wall humor like none other, and having such a stoic character get put into these beyond absurd scenarios just added to the hilarity before the game delivered another gut punch. I still don't know if this is a good or bad thing, but Like A Dragon is a super scattershot story, and ichiban is like a chaotic buttmonkey in the middle of it. So much if it focuses on the smaller scale life of the people living in Yokohama, mostly left to their own devices as the world moved on without them. It still has those dramatic moments Yakuza is known for, but it's dragged out a bit and more front/end focuses with the middle being pretty aimless. This focus can still be refreshing, especially as the party here all skews older, and it manages to convert RPG conventions into a hilarious real world parallel as the party quite literally needs to find a job, which then turns into the game's combat class system. Knights, mages, and rogues are not here by name, but here by actual careers such as the tanky Foreman or the "magic" casting Host. Nanba is a black mage, but his starting class is literally Homeless Guy. All of this is put into context by Ichiban being so much of a dragon quest fanboy that his imagination is running wild as he sees all of this happening. To the point someone early on asks why he stands there and lets people hit him after attacking. Like, holy shit.
The turn based combat itself mostly worked well for me, but it's pretty apparent (and not surprising) that there are growing pains from a shift this dramatic. The battles happen in real time as the players and enemies move around waiting for your input, which lead to quite a few oddities. Primarily, AoE attacks are wonky as there are times everyone lines up perfectly, and others where they don't really hit or do much at all…alongside there being no way to see the actual range or area these moves cover. Jobs give stat gains as they level, which makes swapping off to a new one very punishing. For someone who likes to deep dive and see as many moves as possible? That's a bummer. The bombastic climactic fights seen all throughout the Yakuza franchise also lose most of their cinematic flair, only seen much more sparingly through the runtime here. The flipside of that coin is the combat system lets more of the ridiculous antics show up at a higher frequency. Poundmates are this game's version of summons, and are an absolute riot. I found substories to have more engaging rewards in general as the equipment feedback felt more vital, and I wanted as many summons as possible. A completely serious bossfight can and will have Ichiban just let a space satellite blow up the entire arena, which is impossible to hate on too much.
For as much as I like this franchise, I internally wrestle with myself over a lot of gameplay choices. Like many others, I got into this via Yakuza 0, but I reached the ending crawling over the finish line. The old formula, enjoyable as it may be, tends to burn me out hard by the end. I beg for the onslaught of fighting to end, just to get to more cutscenes and see what's going to happen. Hearing it was going to become turn based was something I welcomed with open arms, and this is actually the first time I did basically everything in one of these games without feeling that same level of burnout. But on top of some of the issues above, I have to highlight the absolutely backbreaking difficulty curve here. Most of the game is very, very easy, even if the numbers don't work out super well. Some attacks to a ton of damage, some enemies are not threatening yet have a boatload of HP. Yet there comes a point where this hits one of the most massive spikes I've ever seen in a game, one that damn near requires the use of a fight arena that is presented as optional. It's a real bummer and a blemish on a game I like so much, as these spikes happen at what are otherwise some top tier yakuza moments.
Now that all feels overly negative for a game this high in a game of the year post, huh? It's more to show that more than most, I find Yakuza to be a sum of its parts. So much of the runtime here is spent on incredible goofy moments such as fighting a giant Roomba, going through exams, making Ichiban Holdings the greatest company the world has ever seen, picking up cans in a cart minigame, or playing the entire rip off Dragon Kart minigame which comes stocked with an entire suite of cups for some goddamn reason. Additionally, there are plenty of great moments Ichi can have with his party in the bar, one on one drink links that show a small story arc with everyone that was nice to see. It mostly comes back to Ichi, once again, being the beating heart that keeps this whole thing together. Without spoiling, the ending of the game is one of the best voice acting performances I've seen in a game (in both JP/ENG), and I would like to once again iterate that ichiban kasuga is real, and my friend.
The world needs more Ichiban. Unfortunately, that means in Yakuza game terms, Ichiban must suffer. Thus I ask…do we need more ichiban? Is it right to want more?
V. 13 Sentinels: Aegis Rim
Boy. What the fuck is this?
Vanillaware have always made great looking games, but I can't say I've ever been super into anything they've done before. 13 Sentinels is a game I barely knew about outside of seeing it apparently was received very well in japan, and it looked like an off kilter enough thing that I wanted to give it a shot. I was not prepared.
13 Sentinels is primarily a story that has been expertly crafted to mentally fuck you every 15 minutes. It's a story that shoves literally every sci-fi trope possible within it. It is also a game where you command a crew of mechs to fight off kaiju from destroying a tower, presented in an arcadey style where there's so much on screen that the big flashy moves cause the framerate to die in a way I have not seen since the original ninja gaiden 2 staircase before they patched it (I mean this in the best way possible, it's great).
It is very hard to talk about why this game works as well as it does, but it ultimately comes down to storytelling over everything. While it is a bit convoluted, I could sum up the game in a reasonable enough fashion that wouldn't be all that confusing. But the delivery of this? Holy shit. 13 protagonists with their own storyline, told out of order, crisscrossing with the other characters, giving the player the option to tackle these how they want (within some level of reason). This is kept together by story arcs hitting locks, having prerequisites to play as certain other characters, and things of that nature. But there is still a general non-linearity to the amount of content given at once, which lets people discover story revelations in different orders depending on how this is approached. Oh, and that mech part? It also is adding to the story, in a late stage portion that is also set with its own locks on top. It's an incredibly carefully curated experience that I can only imagine was an utter nightmare to set up and execute this way. The only thing more baffling than the sheer number of twists that flip the entire story on its head is that it works, and manages to actually neatly tie things up. Somehow, this game is possible to follow and understand, and THAT part I still don't understand.
Now, reading all that might not really convey something that is all that enjoyable to actually experience. Hell, being honest, I wasn't sure if I was liking this at all for the first few hours, as the tutorial railroads you through sequences that mostly hit abrupt ends, move on without answering anything, and then dump you into a mech sequence to learn more mechanics. Once it opens up and allows you to more consistently dive into a single character's story before it gets locked out it began to gel with me a lot more. That's not to say it becomes easy to parse, though! This game loooves to end a scene on a giant reveal, just to fade to black and lock you out. Yet by the time you reach this unlock, 14 more giant twists have happened and the original gutpunch it set up likely was totally forgotten. A giant encyclopedia helps to contain this somewhat, alongside an internal thought bubble that sorta recaps and reorients a play back into a character's mindset...but I have to reiterate how much I'm surprised a game like this even works to begin with. It sounds like it should be an absolute disaster, but it really comes together into a great conclusion.
In a year with many banger soundtracks, 13 Sentinels might just have my favorite one of them all. From
combat music, to
mood setters, to an incredible usage of
idol music, 13 Sentinels has a varied but constantly fantastic OST that goes a long way to elevate all the sequences they're tied to.
This is not a story that will be for everyone, but if you go in with the right mindset to go on the wild ride 13 Sentinels puts you through, a pretty unforgettable experience awaits. Just try to ignore Morimora's trashcan design.
IV. Desperados III
Welcome to Shill Hour with Papercuts, open wide as I shovel Mimimi down your throat. Few things size up to the lack of attention and discussion their output gets relative to the quality on display. In 2016 they released Shadow Tactics: Blades of the Shogun—I know what you're thinking: "Friend Papercuts, that is the most generic title I have ever heard." You are not wrong, and I ignored this for awhile partially due to this same fact. Yet what awaited me was one of the highest quality stealth titles out there. Really. Desperados III is their follow up, and continues this trend.
Real-time Tactics. A genre that is in dire straits. For the unfamiliar, the more impactful differences from an RTS like Starcraft is that there's no base building and a greater focus on individual units. These tend to be isometric with strong focuses on the setting being recreated, with Shadow Tactics/Desperados being stealth focused. Desperados III is a prequel set in the 1870s that primarily focuses on a revenge tale with bounty hunter John Cooper, who assembles a merry gang along for the ride. It's a relatively simple affair, but the characters are well performed and have some great banter within the levels themselves.
Gameplay in Desperados is almost entirely based around enemy sight cones, often with complicated overlapping as enemies are looking back and forth on people you need to take out. Savescumming is something many genres deal with, but I can't think of any that embrace it quite like this. There's an ingame warning that defaults to popping up on the screen if you haven't quicksaved in over a minute. This pushes you to constantly save progress, and makes attempting wild ideas not very punishing. Finding the small crack in defense to exploit and blow up to slowly unravel these encampments is endlessly satisfying, as you combine the various tools in each character's arsenal to best figure out solutions. The characters, naturally, are incredibly important to this whole process. Cooper can toss a coin to turn enemies around, throw a knife to kill anyone directly, and has two pistols to target two different people at once. Hector can whistle, place a bear trap, and has a shotgun that kills everyone in the radius. Doc has a sniper, can place a bag of knockout gas that lures enemies, and has a gas bomb. Kate can disguise herself to flirt and lure targets, and has a fairly quiet pistol. Isabelle ramps everything up to 11 and feels straight out of Dishonored, as she can straight up possess enemies as well as link the fates of two people together so they each get affected by the same thing. Plus she has a kitty, who could hate on that? Characters have additional utility beyond this, like Cooper being able to swim and carry a single body at a walk speed, while someone like Doc can't swim and can only slowly drag one body. This is all tied together with a system called Showdown, which technically breaks the genre as it allows you to pause and queue up moves with everyone, allowing for huge plays where everyone coordinates and takes down enemies. It's not essential to use, but can help the growing pains some may have with adjusting to a game like this, on top of allowing high risk ideas to pay off that are otherwise hard to manually do.
Desperados does a fantastic job of slowly unraveling these characters to highlight situations where they excel, which also naturally plays into the game becoming more and more complex as the roster grows. An early intro to Hector takes place in a Hitman style town where there's plenty of non-hostile space to maneuver around, quickly showcasing that he can plant a bear trap and whistle an enemy right into it. It also showcases Long Coats, the strongest enemy in the game that only Hector can stealth take down after a lengthy animation. Maps mix up the roster and character pairings, so playing a level without Hector suddenly makes Long Coats a much scarier hazard as they now need to be stunned and taken out with a combo from two characters. This culminates with Isabelle, who singlehandedly flips a lot of situations on their head by being able to connect enemies that react the same on both sides of the link. Her mechanics are not only the most complicated, but they synergize with everyone else that the levels after her arrival have some really great setups. Stealth games can only go so far with mechanics alone, and luckily Desperados III is chock full of great situations and ideas. A party level that only Cooper and Kate are invited to, while the rest of the crew are sneaking in via a cliffside entrance. A Louisiana swamp that splits the team in half on a two pronged approach, that becomes significantly more complex when the paths meet up in the middle. A desert town that has running trains rolling right down the center, cutting the sightlines across the track temporarily. All of these and more lead to a ton of opportunities that are incredibly fun to unravel and figure out, and offer their own unique hazards, such as swamp water making loud footsteps that enemies can detect, or muddy footprints enemies can spot and chase after.
One other great aspect of the characters within Desperados is the banter they share. These aren't just faceless units, they're people that are fleshed out within the levels themselves. There's an early example with the cocksure Doc challenging Hector on who can take out the most enemies as they're hired to defend a Ranch. This follows in them literally counting each person they take out, with back and forths between the two as the numbers get close or pull away. Obviously the player is in control of both of them and can ultimately decide who "wins", but it actually caused me to change my approach in the mission to specifically keep it as close as possible. The entire game is full of things like this, which makes everyone feel like they all have much more of a presence overall.
The bow on top of this well designed package is a great soundtrack and presentation. Upon finishing a mission, there's a very sleek replay that plays out, showing all saves/loads and when you used abilities to take enemies out. It's a really cool endcap when you finally finish some of the massive levels in this game. Beyond that, however, Desperados is VERY similar to Shadow Tactics. I can't really say this bothered me much at all considering this is not a genre seeing much love. Mimimi have been doing a truly fantastic job carving a niche out here that they seem to understand very well. I really can't recommend this game enough if you're into stealth games, it's excellent from top to bottom.
Doom 2016 surprised many people, myself included. The E3 slow walk demo really did not set the greatest example for what this game really was, but I will say that as time goes on I become less enamored with what they pulled off there. It's still solid, but certain weapons like the gauss rifle trivialize most of the game. It also shows all of its tricks a bit too early, making the back half not terribly exciting as it's just going through the motions. With some obvious improvement spots, Eternal was ripe to knock it out of the park, right?
Well.
Doom Eternal, for my tastes, is incredible. At the same time, however, it's NOT looking at and building upon 2016 the way a sequel normally does. This is a confidant strive into something else entirely, which is why I'm not too surprised to see the reception be all over the place on this one. Doom Eternal is a first person character action game, though in doing so it does conveniently patch up my issues with 2016's weapon balance and variety. The levels aren't all nonstop combat, as bouts of platforming break things up, but even these have a specific gamey-ness to it that 2016 didn't have. Even if you're ultimately scavenging a map for a collectible, it hits different when one of those games is something you physically pick up while the other (Eternal) has you air dashing through moving fire bars ripped right out of Mario Bros. to pick up a giant green 1UP in the shape of a helmet. It also has a story that exists but let's not talk about that now, because it isn't worth mentioning.
Eternal is all about the gameplay, and at its peak it's one of the most intense games I've ever played. I'm talking literally not being able to blink for extended periods or else I would probably die. This shows just in the UI design, which is loaded with intentionally garish colors to make everything easily visible immediately as there's no time to dawdle. There's many small sound cues that are vital to inform the player cooldowns are over, such as the gas can refill, the high pitched click of the flamethrower being up, or the music warble on blood punch. It's a small thing, but honestly very important for this game loop to sustain the intensity this heavily.
Breaking down that intensity is daunting in itself. There is extra emphasis placed on ammo management which ties right into chainsaw fuel management, making sure this is being used on fodder enemies to keep stocked up for the big boys. There's a new Blood Punch, an AoE melee attack that's fueled by Glory Kills. Shoulder mounted flamethrower to ignite enemies that causes them to drop armor, and a grenade launcher on the shoulders as well so you can freeze or blow up enemies while still gunning them down. Add a large focus to mobility on top of this, with a double jump and two dashes that can be used in midair, AND a grappling hook was now slapped onto everyone's favorite Super Shotgun. This is a lot to handle all at once, which is where the whole not blinking thing comes in. There's a lot of micromanaging that goes into your plays, making sure the right things are all ready to use on a short notice when a big attack hits you, so that you can flamethrower -> blood punch and make health rain from the sky. But they weren't done there! Enemies have weakpoints now, which gives them more free reign on enemy designs to make them incredibly threatening before they're partially naturalized by this. Arachnotrons have a big sentry gun on their head that rips you to shreds, but popping it off will make them try to get closer to swipe or use grenades. So now you're looking for and actively attacking weakpoints, while never not moving, making sure your ammo and health are in good shape…I get sweaty just thinking about it. Oh, and the sound when you shoot a weakpoint is A+.
There's so much mechanical depth firing on all cylinders here, that I'm partially wowed by the existence of Doom Eternal just to see something in the AAA space bucking so many trends. This isn't watered down for the mass appeal, they didn't nerf certain enemies due to backlash post release, hell they released a DLC that DOUBLED DOWN on these elements and introduced a specific new one that uses the microwave beam exclusively as they knew it was the most useless thing in the game. Like or it or not, there is a confidence that brims from the direction taken here that they aren't backing down from. Even the tutorials in this game go against the standard grain, popping up ways to handle enemies before you even get the chance to fight them without it. This is mostly the developers saying the experimentation on where to attack isn't what they're going for, they want this to be a baseline expectation of the player as they throw the next encounter at you. All the confidence in the world doesn't mean there can't be legitimate gripes with what was done here, but I generally don't have many. But I will say…fighting in purple goop that restricts your movement ain't that fun, so maybe relax on those a big, aye?
While the sound design of multiple UI elements was touched on, this game can't be talked about without the absolutely godlike soundtrack. Unfortunately there was a spat between Mick Gordon and Bethesda, but atleast we got
this before that happened. The nonstop gameplay has the soundtrack to match the energy and get you fully immersed in what's happening, Arc Complex being a particular standout for me as a Revenant just busts through a wall while the song kicks in and doesn't let up. Just writing about this makes me want to play the game again, it's just fuckin' fun. A game like this is exactly why I'm so invested in this medium, there's nothing out there that can demand so much of my concentration at such a rapid pace.
There are a few things with the "Eternal" moniker that bother me still. First is the general menu presentation, which feels like this was designed sorta like a GaaS? There's been multiple seasons, battle passes, weekly challenges, and things of that nature. It's pretty weird and even if you don't care too much about it, it's still pretty in your face as you finish missions. Pre-release features like Invasions where you become a demon in someone else's game didn't seem to make it into the full release but I still can't find out if that's happening or not which is…weird. Even if it gets added now, the bulk of the appeal here was as a single player campaign, so being able to invade NOW would not be nearly as impactful or fun. Maybe this speaks more to the current state of the game industry, but I got no idea what the hell was going on here. Most of the unlocks are for demon skins, which exclusively tie into Battle Mode and HOO BOY. The multiplayer pits one Slayer against two Demons, which is a pretty cool round based concept on paper. In practice? The netcode was so fucking terrible I couldn't believe what I was playing. It bothers me when I see stuff like this happen, there's clearly time and effort that went into making this mode yet it's all squandered if it's this shitty to play. Like damn. All the unlocks feel pointless if they feed back into this, but I also kinda don't want battle passes in a single player game so, uh. Yeah.
Oddities aside, Eternal plays so damn well. Levels have much more visual variety, the pacing of enemies is better realized due to having a larger stock in general, and the final levels are straight up batshit with how much is tossed at you. I love it. I can't wait to see where the team takes this in the future, there's a lot of real talent to make a game in this style work so well.
II. Ori and the Will of the Wisps
Ori and the Blind Forest is an incredible game whose only flaw is that the combat was only okay, which isn't all that surprising with a Metroidvania. Just taking that aspect and making it better is still not really enough to REALLY topple the first game though, it still seems like a massive undertaking you'd have to be crazy to attempt. Well, and attempt was made. And the mad lads DID IT.
Ori and the Will of the Wisps is gamefeel: the game. Every single aspect of this game feels fucking fantastic, which is one of the highest praises you can give to a game of this style. This is a metroidvania that lets you loose with a double jump and a dash within the first hour, letting you purchase an optional triple jump right after. The world is your oyster here as instead of the obvious double jump upgrade being held over your head all game, they just give it to you and can design all the areas with it in mind. Bash is back, the fantastic mechanic that lets Ori slingshot off of projectiles or enemies which gives both combat utility and unparalleled mobility. One very noticeable thing in this game is how generous it is to reset the counter on your mobility, you can double jump at an enemy, bash off of it, double jump again to a wall, double jump off that into another bash, etc. This stuff just feels good to link together, and it's all put together by some phenomenal animation work which gets the feeling of movement just right. I can practically imagine a whiteboard of ideas when designing this game, where anything that didn't feel incredible got cut so only the best of the best remained. Late game Ori is an absolute joy to maneuver around, and the game even gives certain abilities that open the freedom of movement so much it's damn near begging for sequence breaking. It's absolutely best of the league stuff.
Oh, and combat? Yeah, they went above and beyond there. Ori originally was more about using projectiles to attack, but Will of the Wisps offers a lot of hard hitting melee attacks. Once again, the animation work on these is sublime, especially the upswing on the hammer that sends enemies barreling into the air. The combat feels great and features some great boss battles that weave the old escape sequences within them effortlessly. Truly cinematic platforming peaks happen during these, and some of them are merely there as a boss switches into a new phase. It all seamlessly links together and, as expected, looks phenomenal the entire time. One specific combat quirk I love in Ori is how much of it ties back into the platforming excellence, bolstered heavily by the existence of Bash. Enemies can become little more than springboards to fly off of, but there are certain abilities in this game like the grapple that let you almost some DMC-lite stuff where you blast an enemy into the air, grapple up to them, bash off of them so they fly into another enemy, dash towards them right off the bash so you fly towards them to line up another grapple which then leads to a ground slam. Even returning to rooms in a game like this is hardly a bother, as bash lets you fly through screens. Bash is life.
The biggest task, even moreo than the combat, was to not just match but exceed the level design in Blind Forest. Will of the Wisps has a broad range of fantastic locales, all with stunning artwork with an OST to match. From the ethereal
Luma Pools to the warm blanket of
Wellspring Glades, all of these areas are an audio/visual feast that look at good as they feel to tear through.
I very recently started another playthrough on the Series X just to see how it looked, and it ended up turning into another playthrough out of nowhere. It's still super fresh in my mind, yet I find that I don't really have a ton to say about it. Will of the Wisps is simply an incredibly great Metroidvania, with a hard hitting story, incredible mechanics, incredible everything. Real tears were had at the ending, I don't care. Will of the Wisps is basically flawless, it's a game that deserves to be celebrated and studied because this world is way too garbage for this to exist.
CrossCode is a 16-bit styled action RPG that feels like it has been influenced by gaming of every era to be a true modern classic. The graphical style is reminiscent of games like Chrono Trigger or Secret of Mana, mixed with dungeons like the Legend of Zelda, but it fully comes into its own as something truly special.
CrossCode takes place in a fictional MMO called CrossWorlds. You play as an avatar within the game called Lea, who suffers from amnesia (original, I know) alongside a rare vocal issue ingame that causes her to be almost entirely mute. She is an absolute goddamn delight and one of the best showcases of a "silent" protagonist I've seen. Initially she can only say "Hi", and large portions of the game is her struggling to communicate with other players—despite this, however, she still showcases a massive amount of emotion within her portraits. She wakes up being assisted by a programmer named Sergei, who is trying to help her regain her memory via playing through the game itself, and throughout the game slowly adds more words to her vocabulary. There is almost a parallel narrative happening here, as the player is experiencing both the story of CrossWorlds and the proper plot dealing with Lea on top of it. CrossWorlds is important for quite a few reasons however, both in gameplay and story.
As a single player game emulating an ingame MMO, CrossCode does a really great job at nailing the specific feel necessary to convey this world. The maps are littered with players that run around, jumping around in fields and buying everything up at a market. The faked hustle and bustle of these areas isn't something that really impacts or affects the player, but it still strikes a needed vibe that makes if feel like many other people are experiencing this at the same time. This extends to your actual ingame party members, who are treated as proper people playing the game alongside you instead of pawns to command. Their level ups and equipment are handled on their own, as they would, and there are times they aren't available to party up with as they are simply offline for the day. This setting also positions the game in a great spot to riff on a very specific brand of gameyness that I really loved to see.
Humor is a very subjective thing, but I hope we can all level a bit here. Recently I was playing Assassin's Creed: Valhalla, and got to a part where there was a conversation that really ended with "So what you're saying is, the cake was a lie?". Portal came out in GODDAMN 2007, for what reason is this happening? How? Why must we suffer? CrossCode, for my tastes, does a bang up job at more pointed meta humor that hits more at general game knowledge quirks. For example, there can be an NPC that Lea talks to that questions what she's doing, she replies "Hi?" and the NPC barks back that you've discovered his crimes and it's time to be silenced. This totally takes the piss out of poorly scripted characters not even realizing or caring what is being said, the player input doesn't matter as a bog standard reply is all they can do. This actually loops back into the main plot itself considering the game has to make the distinction between NPCs within the crossworld universe, and NPCs within the…game crosscode. These real players notice Lea is weird, yet she can't explain why, while she sees little to no issue navigating the MMO world as the NPCs aren't able to notice or give a shit. This type of thing is dotted all around the game, such as an ingame player marveling at one of the NPCs for having a rich backstory in comics outside the game, yet in CrossWorlds this NPC is a nothing tutorial character that simply loops attacks on a punching bag all day. These moments are great as they work on their own merits, Lea being unable to communicate yet seeing no resistance from ingame characters is inherently funny and relevant to the plot on its own, even without connecting the dots at the rest. In some ways it can be a caricature of gaming itself, or good natured ribbing that came off as charming. Not everything needs to be played up for laughs, though, as there are also plenty of moments such as players in a post-boss area talking about ways they cheesed the game that are entirely possible for you to have replicated, a cute subversion where the developers themselves are aware of their own exploits. Or I guess, designed these exploits into the fight itself specifically to have the character remark on it.
One of the first takeaways upon getting control is that gameplay in CrossCode is crisp as hell. Movement, momentum, and attacks just feel right. Lea is a spheromancer, which means within CrossWorlds she's a class that fights with two rings in her hand and can fire ball projectiles out. These projectiles can also be charged, which causes ricochets that become vital to many aspects of the game. Melee attacks, ranged attacks, dashing and guarding are the 4 actions that can get amplified by Combat Arts, which function as special attacks that you can choose within a skill tree. One of the ultimate goals of the MMO is to essentially become the Avatar; master of elements. Lea can then instantly swap from a neutral state into an elemental one, and though the 4 actions remain the same, the Arts change things up a lot. While a neutral dash special sees Lea do a barrage of attacks on an enemy, a dash fire art can place land mines that blow up on enemies. These ultimately culminate in some truly cool looking moves that impact the entire screen, like a fire dash attack that now summons meteors to rain down from the sky. This is all accompanied by impressive VFX and sound effects to add the extra oomph attacks like these need to feel satisfying.
What really makes the combat here, though, is the enemy design. Almost everything in the game has special strategies that lead to stun states for increased damage, which helps push this out of feeling mashy and instead implements light puzzle elements into encounters constantly. Two early examples are Hillcats and Bovines, two enemies seen in the first area. Bovines are like bulls with a protected face, so they barely take damage from the front, but can be kited to crash into walls so you can easily whack them in the back. Hillcats are like moles that pop out to throw things at you that burrow away when you get close, and hitting them with a charged ball while they're about to throw an object at you stuns them. It seems simple enough, but throughout the game the specific strategies and enemy makeups lead to a lot of fun juggling of various strategies to keep in mind. Enemy encounters, after completion, have a short timer on the screen that resets if a new fight starts as well, which adds to an overall combat rating that affects drop rates. While this is never really necessary, if there are specific drops the player wants, this feature is a satisfying way to tackle farming as S rank increases drop rates by a lot on top of adding special effects and a new combat tune to fight to. Add element swaps and weaknesses/strength to the mix, alongside a mechanic where overusing an element can overload Lea and force her into a neutral state for awhile and you have a combat system that does a good job of keeping the player engaged throughout.
Combat can almost be split into three categories, also. While on the overworld maps, the party members are all there. These fights are much more chaotic and lower stakes. Within a dungeon, the ingame world becomes instanced, so it's just Lea vs. the world, which is where the game can have more curated encounters designed around her specifically. Then there's the boss battles, which really flex the more puzzle based elements. This game has a ton of really fantastic fights that are not just screen filling and well animated, but genuinely tricky to pull off the strategies necessary to win.
And now for something completely different.
If Ori is gamefeel: the game, CrossCode is level design: the game. Every single area is filled to the brim with criss crossing pathing, using different layers of elevation in ways I have not seen a 16 bit style game use before. Key to all of this is a Zelda style auto-hop instead of a traditional jump button, as this does not put the onus on the player to actually perform and time these actions, instead they must figure out HOW to even navigate these areas. Areas in crosscode are all like one large map from above, flowing from one screen to the next. It is entirely possible that to reach a screen exit that goes south, one needs to actually go 2-3 screens away, find smaller platforms to get up, then circle back around. Here is a screen from Chrono Trigger.
This is a fairly typical example of how a game screen is laid out. The trees act as blockades, with the pathing being clear. There is probably a goodie in the dead end slot, and a split at the top. Here is a random shot from CrossCode.
Note that there is still a clear dirt pathing to guide the player, but if you were on the bottom layer, the elevated platforms dotted around the area are all navigable space that lead elsewhere. The top right of this screen is a smaller stepping stone Lea could use to get up and around here, but in some cases you may see something up above and reverse engineer back a few screens to mentally parse the navigation. The cherry on top? This is basically all optional. If you look at this and say "fuuuuuuck that", there are standard paths that just go to where you need to be. This is where side content comes in, as it often has you explore these deeper levels, and many of these culminate into some really fantastic moments. And, hell, here's the area above but pulled out to showcase the whole thing.
Alright. It's probably hard to make out the fine details from this, but I think it still showcases a few things. First, the way screens flow into eachother is really apparent. The second is while boundaries exist, they're more the sheer border of the map, while the rest is all explorable. This is essentially the first real area in the game, and the most simple. But even here, there is not only that dirt path that clearly shows a way through, but large portions of this (like the south split on the right side) are screens you can only reach via height. There's 4 screens in this one spot alone that you simply will not see without exploring, and I absolutely love that. It turns each screen into a puzzle; each area a wider place that can be visualized in your head. CrossCode does this E V E R Y W H E R E. Towns are not safe. An early harbor you reach immediately has a character sleeping behind boxes you can't reach, but it's possible to find a path to jump onto the fence of the area, and see how this dock now turns into its own little fence platforming space that leads you behind the boxes where this character is. The marketplace has a gap up a staircase that turns the top of the shops into stepping stones. It was so, so, so incredibly enjoyable to navigate these play spaces and see that your exploration was constantly rewarded. This all even ties back into the MMO stuff mentioned above, as the fake players populating these areas can sometimes be seen hopping around the upper levels, hinting at pathways you can trace. The only issue I had with any of this was some internal wrestling with depth perception, though I found this went away entirely later on. I'm not sure if I just became better at "reading" the level design to better parse the length of my jumps or not, but it's something to be aware of. This game takes the Zelda style hop to its natural conclusion. Again: it is critically important that the game doesn't let you get an extended jump via spinning off a ledge or something, as it lets them go crazier with the general layouts as it won't put the player in a spot where they question if a jump IS possible, they just flubbed it. CrossCode is secretly a syyyyck ass parkour game.
Beyond all of this, there's the dungeons. These are much more direct about puzzles and combat, and as mentioned earlier are instanced from your party so they have a more measured pacing within them. Big shocker: The dungeons are incredible. Lea's ranged attack is an absolute knockout as beyond the combat utility, the ricochet from the charge shot is used to an unreal degree for the puzzles dotted all throughout the game. The different elemental states also add further to the types of puzzles that get thrown at you, and this is also a game where simply solving what to do isn't enough. Execution, actually, is pretty tight and a big part of the obstacle at times. Strict timing, elemental swapping mid puzzle, and more are things the player needs to juggle. There is a modifier that can slow things down if it's too much, though I kept it at the standard speed. The game just feels like it really respects the players' intelligence to figure things out. There's a specific puzzle mechanic that absolutely broke my brain in half, but my party members were chipping in to mostly say how much they were also being massacred by this. Eventually through the various rooms the game puts you through, this all clicked and I felt like I ascended to a higher form. And it did so without a robot companion telling me the solution after trying once. They're great, and offer a good diversion from the overworld design which still feels puzzley in a different way.
CrossCode is simply the total package. It took me around 45 hours and never felt like it was just going through the motions, there is a constant level of clever scenarios being thrown at you, to the point that I have to question how a game like this even gets made at such a high quality. It begins to make sense when I see it's a small team of people that made this game over the better half of a decade, and every hour of that shows. The smart baseline mechanics get so much usage that never gets old, including side quests that offer entire genre swaps where the ball tossing mechanic is now being used to power up turrets for a tower defense game. There's even a stealth portion that doesn't suck, somehow. CrossCode has an enjoyable story with a charming cast of well written characters, wrapped up in a remarkably dense game that never failed to impress. It's my game of the year in a year that had steep competition, and I can't wait to dive back in for the DLC they're making. Play CrossCode, friends.
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I feel like I have to briefly touch on some other games, as I had so much trouble only making a list of 10 this year.
Honorable Mentions
Monster Train – A satisfying card based roguelike that features lane based fighting with minions from hell. It's a great contrast to Slay the Spire, as I found runs ramp up into their own at a much faster pace. Very fun and varied.
Legends of Runeterra – More cards! This Riot-fueled card game is a deep and fun experience, with a lot of visual flair and money behind it. Also the single most generous card game I've ever played, as outside of a $5 starter pack purchase I have 100% of the collection and have a truckload of resources to make whatever new comes out.
Bug Fables: The Everlasting Sapling – A very strong RPG clearly going for the old Paper Mario crowd. Does plenty to feel like it isn't just a ripoff, however; with a strong central cast and a combat system that feels like it properly builds upon TTYD.
Spiritfarer – Why does a game that is ultimately like a farming sim have such ridiculously good looking animation? Why does Stella have a better double jump float than a lot of full blown platformers? It is a mystery.
Hypnospace Outlaw – It is genuinely wild to see such a well done recreation of the old internet. Nostalgia is hit for a time otherwise forgotten entirely in a way I don't think could be captured without a videogame like this.
Persona 5: Royal – It is simply unfair to other games if I had this on my proper list, so I discredited it for ultimately being an upgrade over the same game. This is the year where Among Us can be put on a list despite coming out years ago, so I can be arbitrary too, dammit.
The Last of Us Part II – I would not hesitate to call this the most impressive AAA game out there. It maintains a frankly dizzying amount of setpiece moments, strong encounter design, and looks absolutely gorgeous throughout its shockingly long runtime. There is a specific blend ND games hit between narrative and gameplay that falls flat without investment, which was the vital element that kept me from being grabbed as much as I would have liked.
Final Fantasy VII Remake – A game of extreme highs and lows, when this game is firing all cylinders it's one of my favorite games this year, period. The big remade moments like Wall Market are absolute knockouts, but inbetween these moments is some shoddy level design littered with slow walking and squeeze holes that damper the playability a lot. The combat system is an excellent marriage of modern and classic, which did a lot of heavy lifting in the moments I wasn't fully engaged. Leslie needs to be fired out of a cannon.
Astro's Playroom – A tech demo that is way better than it has any right being.
Demon's Souls – This is still probably my least favorite souls game, but god DAMN does it look good. The extra flair on the weapon specific backstabs was a great move from Bluepoint to further add to the impact in combat.
I'm probably forgetting stuff.
Half-Life: Alyx is the one game I really wanted to try but who knows if I ever will.
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And for the actual vote to count:
- [XBO] [Action RPG] [Radical Fish Games] CrossCode
- [XBO] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
- [XBO] [Shooter] [id Software] Doom Eternal
- [XBO] [RTS] [Mimimi Games] Desperados III
- [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
- [XSX] [RPG] [Sega] Yakuza: Like a Dragon
- [Switch] [Roguelike] [Supergiant Games] Hades
- [PS4] [Platformer] [Mossmouth] Spelunky 2
- [XBO] [Action] [One More Level] Ghostrunner
- [XBO] [Shooter] [Ghost Ship Games] Deep Rock Galactic