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Blade30

Member
Oct 26, 2017
4,621
Totally forgot about the voting

  1. [Win] [RPG] [Larian Studios] Baldur's Gate 3
  2. [Win] [Horror] [Epic Games Publishing] Alan Wake II
  3. [Win] [RPG] [CD Project Red] Cyberpunk 2077: Phantom Liberty
  4. [Win] [Action] [Bethesda Softworks] Hi-Fi Rush
  5. [Win] [Action-Adventure] [Bandai Namco Entertainment] Armored Core VI: Fires of Rubicon
  6. [Win] [Strategy] [2K] Marvel's Midnight Suns
  7. [Win] [Horror] [Capcom] Resident Evil 4
  8. [Win] [Horror] [Electronic Arts] Dead Space
  9. [Win] [Action-Adventure] [Electronic Arts] Star Wars Jedi: Survivor
 

DJChuy

Avenger
Oct 25, 2017
5,252
Haven't had enough time to play this year, but it was such a good year. Still need to play BG3 and Alan Wake 2.

  1. [PS5] [Horror] [Capcom] Resident Evil 4
  2. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  3. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  4. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  5. [NS] [RPG] [Nintendo] Super Mario RPG
  6. [PS4] [RPG] [Sega] Persona 3 Portable
  7. [PS5] [Action-Adventure] [Electronic Arts] Star Wars Jedi: Survivor
  8. [PS4] [RPG] [Square Enix] Final Fantasy Pixel Remaster
  9. [PS5] [Shooter] [Activision] Call of Duty: Modern Warfare III
 

NekoCat

Member
May 6, 2022
1,197
New York
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Like to do some artwork to compile my GOTYs and then, since I'm odd, turn it into a magazine spread mockup. Here's the lineup for 2023:

Going through the pages of this thread that I missed, and just want to say that this is great. Really reminds me of what you'd see on the cover of a "year in review" issue of PSM or something.
 

DeeCap

Member
Oct 25, 2017
48
  1. [Win] [RPG] [Larian Studios] Baldur's Gate 3
  2. [Win] [Fighting] [Capcom] Street Fighter 6
  3. [Win] [Action] [Bethesda Softworks] Hi-Fi Rush
  4. [Win] [Horror] [Capcom] Resident Evil 4
  5. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  6. [NS] [Rhythm] [Square Enix] Theatrhythm Final Bar Line
  7. [Win] [RPG] [Square Enix] Octopath Traveler II
  8. [Win] [Action RPG] [Neowiz] Lies of P
  9. [Win] [Horror] [Epic Games Publishing] Alan Wake II
  10. [Win] [Action-Adventure] [Sega] Like a Dragon Gaiden: The Man Who Erased His Name
 

Illusionary

Member
Oct 25, 2017
2,614
Manchester, UK
There's plenty from 2023 that I've yet to make time to play, but from what I have these are my top picks...


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7. Star Trek: Resurgence (Xbox Series X)
Played after the first major patch, Star Trek Resurgence no longer suffers from the significant technical issues that seemed to be prevalent shortly after release. What remains is an enjoyable extended traditional Trek episode in the post-The Next Generation era, with an engaging story that switches between two protagonists. The degree of interactivity varies - in many cases just dialogue selection, but with a few 'minigame' segments based around shuttlecraft flight, stealth or phaser combat (for example). These work on a basic level, but, not being a major focus of the game, don't really excel and come off as a bit clunky. Again, though, the story is what players will come to the game for and on that measure, Resurgence stands as one of the better games set in the Trek universe.

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6. COCOON (Xbox Series X (Game Pass))
Cocoon is a very impressive debut for Geometric Interactive, clearly inspired by Limbo and Inside (on which the studio's founders also worked), but now in a wholly puzzle-focused 3D setting. Taking place with a complete absence of explicit tutorial, the game nonetheless feels immediately intuitive, even with its novel core mechanic of multiple distinct worlds that the protagonist creature can dive into and out of, and carry about as spheres within other worlds to navigate through a detailed, eerie alien landscape. It's perhaps a little too straightforward at times, with many puzzles being overcome from trying to first approach that presents itself, but there are still a good number of somewhat mind-bending scenarios, especially in the latter parts of the game where juggling multiple worlds becomes commonplace. Art design is fantastic throughout, perhaps as expected given the studio founders' experience from Limbo and Inside, with a pervading otherworldliness and scenery that tells a story all by itself - and the game's ultimate ending wraps up the experience in (no spoilers) as satisfying a thematic manner as could be hoped.

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5. Metroid Prime Remastered (Switch)
A thoroughly excellent remaster of a well-deserved 'classic', Metroid Prime Remastered succeeds in making the game feel solidly up-to-date, with detailed, attractive visuals and particularly the implementation of dual analogue controls, which work perfectly. A few niggles remain in the game design, with limited save points leading to occasional frustrating sequences (though the sense of tension that comes with this is undeniable) and a late-game artifact hunt dropping the pace. However, these can't detract much from an overall excellent, highly-polished package, which effectively transitions the engaging Metroid gameplay formula to 3D. Also notable is the well-developed lore that permeates the game, with the 'scan visor' used heavily in both puzzle-solving and analysis of environmental features and creatures, alongside retrieval of log entries that flesh out the world and its history.

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4. Super Mario Bros. Wonder (Switch)
100% complete, 6/6 medals earned. Super Mario Bros. Wonder has a strong claim to being amongst the most creative and pure fun 2D Mario platformers, managing to shake up the standard formula significantly with the introduction of "Wonder flowers" into each stage, which transform the environment in any number of unexpected, often quite spectacular ways. To give just a couple of examples, a fossil might come alive as flying dragon, or the perspective might suddenly flip to a top-down perspective. These transformations are almost invariably great fun, and a very welcome addition. Beyond this standout addition, levels are impressively varied in design and satisfying to play through, often with interesting ways to hide the three collectible coins that each contains, and there's a wonderful (pun intended?) sense of personality throughout, especially with flowers that talk to Mario with brief quips as he passes them.

I can't help but feel that the power-ups weren't used quite as well as they might have been here, but those that are present are solid enough, with a handful of newly-introduced variations (the elephant flower being the source of many of the promotional images). Similarly, a badge system that provides a selectable ability through which to play through each level doesn't feel like it's taken to its full potential - perhaps some of these might have worked better as additional power-ups? Regardless, though these are only minor niggles in an excellent game.

A now-traditional Special World closes out the game, ramping up the challenge significantly, and there's certainly some great satisfaction to come from besting these final challenges - but do yourself a favour and if you attempt the final couple of gauntlets, do them with Yoshi and save yourself a lot of frustration!

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3. Horizon Forbidden West: Burning Shores (PS5)
Burning Shores is a very solid expansion to Horizon Forbidden West, shifting the gameplay to the flooded ruins of Los Angeles. There are a few new additions here, including a particularly powerful new weapon and a handful of typically excellently-designed new machines (the most notable being designed after a high-leaping frog). The map design makes good use of flying mounts, with the area made up of number of islands, and of course there's the iconic Hollywood sign the features in the game's setpiece final encounter - which is truly spectacular, with amazing scope. An expansion is inevitably not going to have story developments as impactful as the base game, but there's still some nice development of the overall plot - making the (undoubtedly very distant) third game all the more enticing.

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2. Sea of Stars (PS5 (PS Plus))
Platinum trophy earned. Sea of Stars is a gorgeous, stylish and satisfying tribute to RPG classics in the vein of Chrono Trigger, succeeding handsomely against that lofty aim. Its incredible pixelart immediately draws the eye, but beyond the surface level there's a well-developed world to explore, with an enjoyable story told through expressive characters who you can't help but come to love. Gameplay is relatively simple, based around turn-based battles with a typical resistance/vulnerability mechanic, but particularly enhanced by a novel approach to breaking enemy attacks through appropriate combinations of elemental effects. There's a certain satisfaction to be gleaned from devising attack patterns to meet seemingly intractable requirements, even if this never gets overly complex and, for example, there's a lack of any real buffs system that could greatly expand the tactical possibilities. I didn't really catch any of the references to Sabotage Studio's previous game, The Messenger, though I know that they're in there, and this is a second hit from them in my eyes.

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1. The Legend of Zelda: Tears of the Kingdom (Switch)
There's little that I can say that's not been said plenty of time before, but Tears of the Kingdom is a triumphant sequel to Breath of the Wild. Once again we have a suitably epic story to provide impetus for the gameplay, spanning the history of Hyrule, and with some unusually heart-wrenching moments. The game map is tweaked just enough to feel fresh alongside introducing a novel set of new puzzle-solving mechanics, and the introduction of additional 'layers' with the underground depths and the skies above adds a great deal to the exploration - even if that sometimes brings a bit of frustration. Throughout, the way that miniature puzzles are woven into the world is inspired and the sheer quantity (and quality!) of detail that's packed in means that there's rarely a time that you'll not find something of interest as you explore.

Of course, no game is perfect and I'm in the camp that's not a fan of the weapon durability mechanic, which mostly leads to frustration, even if I understand the intention behind it. The major 'temple' locations are a significant improvement over Breath of the Wild's Divine Beasts, but I still mourn the absence of the fully-fledged puzzle-based dungeons that always were a series staple. These do detract from the overall experience a little, but not enough to prevent it almost certainly being one of the strongest releases of a pretty packed year.

  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [PS5] [RPG] [Sabotage Studio] Sea of Stars
  3. [PS5] [Action-Adventure] [Guerrila Games] Horizon Forbidden West Burning Shores DLC
  4. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  5. [NS] [Action-Adventure] [Nintendo] Metroid Prime Remastered
  6. [XSX] [Puzzle] [Annapurna Interactive] Cocoon
  7. [XSX] [Adventure] [Bruner House LLC] Star Trek: Resurgence
 

Salty Catfish

Avenger
Oct 25, 2017
2,781
Florida
  1. [PS5] [RPG] [CD Project Red] Cyberpunk 2077: Phantom Liberty
  2. [Win] [Adventure] [Focus Entertainment] Chants of Sennaar
  3. [PS5] [Action-Adventure] [Electronic Arts] Star Wars Jedi: Survivor
  4. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  5. [Win] [Puzzle] [Annapurna Interactive] Cocoon
  6. [Win] [Adventure] [Mintrocket] Dave the Diver
  7. [Win] [RPG] [Team17] Dredge
  8. [Win] [Puzzle] [Devolver Digital] The Talos Principle 2
  9. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  10. [Win] [RPG] [Sabotage Studio] Sea of Stars
 

Nameless

Member
Oct 25, 2017
15,390
  1. [Win] [RPG] [Larian Studios] Baldur's Gate 3
  2. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  3. [Win] [Horror] [Epic Games Publishing] Alan Wake II
  4. [Win] [Horror] [Frictional Games] Amnesia: The Bunker
  5. [Win] [Action-Adventure] [Bandai Namco Entertainment] Armored Core VI: Fires of Rubicon
  6. [Win] [Shooter] [Spytihněv] Hrot
  7. [Win] [Action-Adventure] [rittzler] Pseudoregalia
  8. [Win] [Action RPG] [Bethesda Softworks] Starfield
  9. [Win] [Adventure] [Toge Productions] A Space for the Unbound
  10. [Win] [Shooter] [Nacon] RoboCop: Rogue City
I removed remakes from consideration this year. Had I added one or two there would have been upwards of four.
 

Yabberwocky

Member
Oct 27, 2017
3,264
[GAMES FOR IMPACT 2023]

GAME OF THE YEAR 2023
OVERVIEW
2023 was an incredible year for video games, which is why I tried to play as many as I could! Needless to say, it was difficult to narrow them down for Game of the Year. Unfortunately, 2023 was also terrible year for those who make video games, with repeated mass layoffs and instability in all facets of the industry. It is worrying to think what 2024 will bring.

GAME OF YEARS PAST: QUANTUM BREAK.
The past is the future and the future is the past.

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A Game Pass weekly quest set me on the path to finally playing Quantum Break. I'm glad it did, because I got to play Remedy's underrated gem for the first time. It was a fascinating experience to see the origin of Remedy's greatest development strengths that have since carried over into their newer games. Quantum Break refines Alan Wake's surreal level design, has the roots of Control's striking art direction, and is the base of Alan Wake 2's concise yet story heavy approach to narrative with a strong internal logic.

It's increasingly hard to have a fresh perspective on time travel as a concept, but Quantum Break does so brilliantly, exploring it through both story and gameplay. It's a clever, satisfying experience. The game still stands out as Remedy's most grounded approach to storytelling, with their usual heighted dialogue replaced with a more realistic approach. Shawn Ashmore's excellent performance as Jack Joyce sets the tone. The supporting cast is great, including the dearly missed Lance Reddick. Courtney Hope makes her Remedy debut as the haunting Beth Wilder, whose story is one of the best aspects of the game. Collectible supplementary materials return, both in written and video form, with the hilarious conundrum of Schrodinger's Rat being a particular highlight. Choices the player makes at the end of certain chapters will shape aspects of the story going forward, alongside the live action episodic interludes placed between each chapter. The live action episodes are the game's weaker element and are the only aspect of the game that feels dated. I speculate that they would have felt dated on release, as Remedy has since found more appealing ways to meld live action footage into its games.

What's a time travel story without gameplay to match? Quantum Break explores this through both memorable level design and combat. Quantum Break's combat starts slow, but everything quickly falls into place with one of Jack's pivotal upgrades in Chapter 3: the ability to slow time. With this unlocked, an incredible synergy emerges between the game's score and sound design, with both reflecting the world around Jack slowing down to a crawl as he continues on at normal speed. It's immediately addictive, and after finishing Quantum Break it's disappointing to realize how few games scratch that similar gameplay itch. It's unfortunate that this aspect isn't introduced earlier into the game, as combat is otherwise mostly straightforward up until that point.

As Remedy goes forward with the Remedy Connected Universe, Quantum Break is left in IP limbo with Microsoft. Whilst it is a satisfying standalone experience, its compelling and unique approach to time travel and how it is explored through both story and gameplay leaves a void in its wake.
GAME OF THE YEAR 2023:
WORK IN PROGRESS

FORSPOKEN
A cult classic in the making.

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I wasn't able to finish Forspoken, but by the end of the year it still stood out as a unique experience in the gaming smorgasbord that was 2023. It's also a game where I felt the discussion surrounding it didn't accurately capture the strengths of the game itself. There are also few games that have such an incredible flow throughout with gameplay, whether that be Forspoken's action orientated combo building combat or the seamless exhilarating parkour traversal. There are bespoke personal touches to the equipment system, too, with Frey's nail polish and cloaks giving certain perks. Frey is an endearing protagonist, a modern-day New Yorker thrown into the medieval dying world of Athia, whose only companion is a deadpanned talking magical cuff. The anachronistic cultural clash between Frey's modern colloquialisms and the more archaic world of Athia work well, and some of Forspoken's most interesting moments are when Frey is interacting with the citizens of Cipol.

It's unfortunate, then, that the rest of Forspoken's world is devoid of people, taking Frey away from one of the game's major strengths. In the game's universe, the empty world is due to the corruption of the Break, but it still makes for a lonely experience. A long time can pass between story beats if you're not heading directly to each boss, which are still situated at the end of large maps. Open world fatigue naturally set in for me, especially as I'm a picky open world player to begin with. I haven't abandoned Forspoken, though, because I'm invested in Frey, and the intriguing worldbuilding of Athia. I played many games this year, but the longing for the game's explosive combat and unique traversal remains. It's because of this I think Forspoken is a cult classic in the making, and one that will be looked back on with a greater appreciation as the years pass. It's such a shame that there will probably never be a sequel, as there is an excellent foundation here that just needs finessing.

THE LEGEND OF ZELDA: TEARS OF THE KINGDOM
Immersion traded for a playground.
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The Legend of Zelda: Tears of the Kingdom is a fascinating example of how introducing one new mechanic can completely change the player's fundamental relationship with the game's world. I didn't play Tears on release, as I hadn't finished Breath of the Wild's DLC and was worried that after playing the sequel it might be hard to go back to the first. After spending time with Tears out of curiosity, I found that one game doesn't necessarily replace the other, as each have their unique strengths.

Tears' new groundbreaking mechanic is Ultrahand, allowing players to glue items together and build all manner of curiosities. It is introduced in the first shrine Link visits and is needed to complete it. When I bypassed an intended puzzle solution in Wild, I felt like I'd uncovered a clever secret. In Tears, I tried the lazy option via reusing my Ultrahand creation, and was rewarded for it. Whilst some restrains on Ultrahand thankfully return in in Tears' open world, that introductory moment forever changed how I saw Tears of the Kingdom's Hyrule. In Wild, the player must survive within the constraints of the world, perpetually at its mercy. In Tears, that power balance shifted immediately with the introduction of Ultrahand, with the world now subject to my whims and will. An immersive survivalist experience was now a chaotic playground. This continues with the game's approach to art direction, with Hyrule now littered with various clashing odds and ends, and the Fuse mechanic offering the visual absurdity of a giant rock attached to the end of stick.

Despite methodical exploration being a fundamental part of both games, there is a noticeable shift in the pacing of moment-to-moment gameplay in Tears. There is an inherent immediacy to abilities in Wild, whether it be Runes or Champion Abilities. Whilst some immediacy remains in Tears with Ascend and Recall, Ultrahand and Fuse require a multistep process that slows down gameplay, even when using Autobuild. The change from bombs being limitless to a resource changed the pacing of exploration, too.

Tears of the Kingdom isn't all frustration, though. There are so many subtle improved elements that add up for a superior quality of life experience overall: an improved menu, stamina, weapons, chests, faster climbing, and even recipes. Enemy encounters are incentivized with Fuse item drops. The addition of caves was a delight in the Sky Islands alone, filled with unexpected new creatures and mechanics. The call to adventure remains, whether it be intriguingly shaped floating islands or the seemingly impenetrable depths. The level design is now more intricate, and Recall and Ascend feel like they will have more value in the overworld than the Sheikah Slate's runes. Tears' story hook is also much more intriguing with an active mystery to unravel. Side quests seem to be improved as well.

Tears of the Kingdom is a game to ruminate on. It'll be perfect for the Switch 2.

BAYONETTA ORIGINS: CEREZA AND THE LOST DEMON
An underrated gem.

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For an established franchise, the audience for Bayonetta Origins: Cereza and the Lost Demon is tragically niche. It is a huge tonal shift from the sexy, bombastic in-depth character action game of its predecessors to a now light puzzle action game that is appropriate for all ages. Long term Bayonetta fans won't get the same depth of character action they're used to – nor the fan-service! – while newcomers who might otherwise enjoy Origins may be wary due to the franchise's history of sexualized female lead. The mixed reception from long term fans to Bayonetta 3 doesn't help things. As a long time Bayonetta fan, it was the positive word of mouth that led me to try Origins, and I'm delighted I did.

A young witch Cereza must go on a quest to free her mother, reluctantly aided by an Infernal Demon who possessed Cereza's beloved stuffed cat Cheshire. The duo is controlled by separate joysticks -- not dissimilar to Brothers: A Tale of Two Sons – and there is a light action, puzzle, and rhythm element to exploration and combat. The world is unexpectedly dense, with optional areas to find. The game's presentation is impeccable, framed as story told from a fairytale book. There is a delicate watercolor approach to the cutscenes, which come alive on the page as they transition from one picture to the next. Even the menus are gorgeous! The world is beautifully brought to life in the style of Mary Blair meets Eyvind Earle, and the hybrid Alice in Wonderland and Sleeping Beauty approach heightens the game's fairytale tone. It's also a rare game that captures the feel of 2D art whilst still existing within a three-dimensional space. An added boon is that in every Bayonetta game, Bayonetta uses a unique style of dance for her magic and summoning demons. In Origins, Cereza is a ballet dancer, adding in Swan Lake to the gorgeous stylistic mix the game is. The existing Umbran Witch worldbuilding from the franchise adapts with ease to the game's setting. Whilst the game has a slow start and cutscenes often feel a little sluggish, the game's polish and attention to detail helps to smooth over frustrations.

I very much wish I'd gotten to finish Origins, and I've thoroughly enjoyed the time I've spent with it. It's clear that Origins is just as stylish as its predecessors -- just not in a way you'd expect. It's disappointing to think that if it was a new IP, it might have sold better, yet would have lost some of the game's aspects that make it so unique. There is an untapped audience both young and old for Bayonetta Origins: Cereza and the Lost Demon, and I hope that in time they'll discover this gem of a game.

SUPER MARIO BROS. WONDER
A wonder on every level.

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My gaming forum enthusiast confession is that I've never fully played a Mario game. I'd played them casually with friends, but I didn't like 2D Mario games. I found it particularly frustrating how slippery Mario felt to control and needing to continually balance momentum. As the years went by, it felt that 2D Mario stagnated, despite Nintendo practically being the progenitor of the 2D platforming genre and their groundbreaking approach to other genres and IPs. Super Mario Bros. Wonder feels like Nintendo playing catch up, building upon the series' base mechanics in delightful ways. The playable characters feel far more responsive to control, the attention to detail in character animation is incredible, and the Wonder Seeds make starting each new level an intriguing prospect to see which gimmick is in store. Alongside the series' staple of mushroom power ups, there are new badges that grant the player abilities when equipped, with some even effecting the levels themselves. Badges like Dolphin Kick feel like they should be an automatic part of the player's skillset, though. Between the badges and challenges of hidden collectibles, there's a great reliability to Wonder's levels, with some particularly well-hidden secrets.

Wonder isn't the only Nintendo game this year to feel like the intended entry point for newcomers young and old. It gives a lot of freedom to set your own difficulty, further aided by the multiplayer option. I ponder, though, if Wonder is most appreciated by longtime fans of the series who have full perspective on what a true evolution the game is. For me, old hang ups remain with series staples I'm not endeared to, like being turned small upon taking too much damage. I find I'm still going through the motions with moment-to-moment gameplay, waiting to see how the Wonder Seed would transform a level. Some of the default button mapping is absurd, too, with little freedom to alter outside of system remapping. I'd attack when I meant to pick up an item or have to contort my hand to run and jump simultaneously. Still, Wonder is an impressive evolution for an iconic Nintendo staple and truly feels like the beginning of a new era for the series. I look forward to seeing what the rest of the game has in store.

RELUCTANTLY RETIRED: HI-FI RUSH
Always on the beat.
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Hi-Fi Rush is an astonishing visual, musical, and mechanical feast. It is a rhythm focused action game where every element in the world moves to the underlying musical beat: from the player character to the enemies and NPCs, not to mention the environment itself. All of this would be achievement enough, but Hi-Fi Rush wasn't content to stop there. The voice cast is fantastic, the dialogue is genuinely witty, the NPCs are delightfully bizarre, and the character animation is sublime. It's a rare game where I rush up to an NPC to see what they'll say next. When it comes to combat, timing each attack to the beat is initially overwhelming, but soon becomes second nature. I found myself tapping automatically to the beat even when I wasn't playing the game. The level design requires a mix of skill and musical timing to traverse, and Hi-Fi Rush keeps every level and boss battle fresh. The game is an incredible achievement from Tango Gameworks, who are usually known for their visually striking horror games. I adored my time with Hi-Fi Rush.

…unfortunately, Hi-Fi Rush gave me terrible eye strain within ten minutes of playtime. Completing the first two levels in an evening ended with an appointment at the optometrist. I haven't seen anyone else have this issue with Hi-Fi Rush, and it's one I've rarely had myself: only with the prologue of Horizon: Forbidden West and Psychonauts 2's PSI King Sensorium. In all three instances, I think the issue is to do with a stylized flattened depth of field. Turning off chromatic aberration helped a little, but the eye strain inevitably started again. So, wonderful Era, do what I couldn't. Play Hi-Fi Rush. Adore Hi-Fi Rush. Live Hi-Fi Rush.

GAME OF THE YEAR 2023:
COMPLETED

22: OXENFREE II: LOST SIGNALS
Some radio static.

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Oxenfree II is a supernatural mystery game that frustratingly resolves most of its mystery early on with little to replace it. It is at its most compelling when it focuses on its new cast of characters, and at its weakest when revisiting aspects from the first game. Oxenfree II starts with such a strong premise, too: an adult Riley returning to her childhood home, taking a weekend job to set up radio transmitters with a cagey employer who is never seen, only heard. Things quickly go awry, and Riley has to fix it, alongside a reunited classmate from school in Jacob. A shift from the teenage protagonists in the first game to adults in the sequel is excellent, as it introduces new personal issues to explore. Loss and grief run is explored through the cast of Oxenfree II, with a recurring focus on parent and child relationships. Riley herself is the highlight of the game – voiced by the excellent Elizabeth Saydah -- and Riley's present is as complicated as her past, along with her potential futures.

As Riley explores, she can utilize the radio channels to talk to other characters, who all have their own unique subplots that Riley can influence. Frustratingly, though, Oxenfree II feels like it repeatedly sets up intriguing potential plot points that ultimately fall by the wayside. This happened with such frequency that I wondered how much of the game's story changed within development. There are glimpses of a fantastic time travel concept that aren't overly explored. Scares are also few to be had. The original Oxenfree delighted at not only tormenting the characters but the player as well, and in the sequel the antagonists are a source of irritation more so than fear. Whilst exploration starts strong, tedium quickly sets in with the addition of slow rope and ladder climbing. This sadly made the thought of backtracking for optional materials late in the game unbearable.

When Oxenfree II focuses on Riley, the game shines brightly, with the same depth and nuance in characterization as the first game. When its gaze moves elsewhere, the cracks begin to quickly show.

21: FINAL FANTASY XVI
A frequent contradiction.
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There was no other game I spent more time trying to puzzle out this year than Final Fantasy XVI. It is a game of extreme highs whilst stumbling at the most fundamental aspects. It has a combat system that is exhilarating yet repetitive. A beautiful world with little incentive to explore. A memorable cast of characters that are continually underutilized, with so many relationships that only defined in broad strokes. It's a world rich in political history that all funnels down to a one-note antagonist, despite a fascinating twist on Final Fantasy's staple magical summons. Heavy topics like slavery and sexual assault are explored with little grace, and often resolved with an almost optimistic thoughtlessness. When it comes to narrative, the game frequently tells the player about aspects of the story and characters, yet repeatedly shows the opposite. Pivotal moments happen off-screen with little acknowledgement or exploration.

Final Fantasy XVI continually alternates between tremendous highs and lows when it comes to quests. The main story quests contain the most exhilarating moments, whether it be the mechanically intricate humanoid fights or the thrilling Eikon spectacles. In comparison, the side quests are a frustrating mix, and it's unknown when starting a quest whether it'll be an exercise in tedium or contain vital optional character development. One element that shone throughout Final Fantasy XVI was the game's fantastic score, with Masayoshi Soken and the team giving a memorable voice to Valisthea and those who resided there. The cutscene direction is also some of the best the series, alongside strong localization and an excellent voice cast in both English and Japanese. One pleasant surprise was a canonically queer character in a prominent role, and for all the stumbles Final Fantasy XVI makes, that was thankfully not one.

After finishing Final Fantasy XVI, one of the game's biggest conundrums is the lack of focus regarding Clive as a protagonist. Is the game ultimately about Clive as Joshua's Shield? Clive the Outlaw? Clive the Chosen One? Combing all three would work without issue, but the game never unites them into a cohesive whole, leaving aspects of Clive's character and relationships feeling shallower than others. Final Fantasy XVI feels like it had all the narrative pieces perfectly in place, but when it came to actively implementing them, it couldn't shape it all into a compelling story or flesh out character interactions and relationships in a natural way. There's also a lingering disappointment that we've now had two single player Final Fantasy games in a row that have a singular male protagonist with a poorly treated female cast, alongside lacking the series' previous strength of a memorable multicultural cast. Most franchises continue to evolve, whereas Final Fantasy seems to be doing the opposite. It's been a long time since I've played a game with such tremendous potential that felt so unrealized. I have affection for Final Fantasy XVI, but also a lingering disappointment.

20: THEATRHYTHM FINAL BAR LINE
Still keeping with the rhythm.

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With the last mainstream Theatrhythm releasing nearly a decade ago on the Nintendo 3DS, Final Bar Line coming to the current generation of consoles was extremely welcome. All we needed was for the team to make another great Theatrhythm game -- and they did, with an astonishing wide variety of unlockable characters and musical tracks in the base game alone. The fundamental rhythm gameplay loop continues to work well, complimented with a now refined RPG layer, with the player needing to fulfill a certain bonus condition with each music track to unlock rewards. Unique abilities continue to make some characters more valuable in combat than others, but the variety in challenges leaves a lot of room for player experimentation. CollectaCards also felt far better utilized than in Curtain Call, with a variety of levels and rarities that were genuinely fun to unlock. A negative is that Field Music songs are not available in multiplayer, so it did feel like a portion of the tracks were underutilized. I was left wondering if Field Music was better left to the days of the 3DS with its stylus, as there were ultimately very few tracks that couldn't have adapted into Battle Music tracks instead. Regardless, Final Bar Line was an extremely celebratory return for the franchise with many an incentive to play long-term.

19: PLANET OF LANA
Working in tandem.

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When I look back on Planet of Lana, I think of partnership: that of the titular character herself, Lana, and her adorable alien cat companion, Mui. From cutscenes to exploration to puzzle solving, there is a gentle back and forth balance between the two, and they have an emotional and endearing dynamic. It is only through this synergy that they can move forward and survive the beautiful and harrowing world where Planet of Lana takes place. I was initially struggled commanding Mui alongside controlling Lana, but it soon became seamless, creating a satisfying flow throughout. The game's score was entwined wonderfully throughout both story and puzzle mechanics, composed by Takeshi Furukawa of The Last Guardian fame. Planet of Lana frequently experiments with scope and keeps things fresh, alternating between smaller puzzles and traversing the landscape on a grand scale. There is a wonderfully painterly touch to the art direction, with every brush stroke meticulously placed.

The game also had one of the most enjoyable yet simple game mechanics of the year: petting Mui. Mui is cute? Mui gets a pat. Mui helps with a puzzle? Mui gets pats. Mui exists? Mui gets many pats. Yabberwocky messes up a puzzle and gets Mui killed? Mui gets many, many pats. It's unfortunate Planet of Lana falls through the cracks in such a packed and prestigious year as 2023. Planet of Lana doesn't have the same lows of the many games I played this year, but it also doesn't have their extreme highs, either. There is still so much to commend, though. Planet of Lana is a very polished gem of a game, and a breathtaking and emotional experience from beginning to end. Time to pat Mui.

18: SUIKA GAME
Darwinian Tetris with fruit.
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It seems like every year there is an addictive indie game that takes the internet by storm. Last year it was Vampire Survivors, this year it was Suika Game. A well-timed Nintendo free game trial piqued my attention. Why not try? Of course, Suika lives up to the hype. The brilliance is in simplicity, with the clever blending of Tetris with physics. The player must match randomized falling fruits to achieve the ultimate prize: a suika, the Japanese word for watermelon. Physics are the player's friend as much as the enemy, and dropping a well-placed fruit can been the difference between a satisfying domino effect of fruitacular evolution or an irreversible mistake. It's often a delicate, perilous series of weighted pros and cons, watching with bated breath as one fruit slowly rolls into the next.

This entire process is made all the more enjoyable due to fantastic sound design. There is an endlessly satisfying 'pop' as two fruits combine, even more so when it happens in quick succession. The simple musical melody that plays on repeat has yet to become irritating, having an almost calming Pavlovian response every time I start the game. The only recurring negative with Suika is that the controls aren't locked to either side of the container the fruit is being dropped into, meaning many a run was ruined by pushing the directional button too far and dropping the fruit on the opposite side instead. That frustration hasn't stopped me from coming back for endless rounds of Suika, though, as I try to achieve a higher score and unlock the mythical watermelon. Will I evolve my fruit into the watermelon by the time the Game of the Year submissions are due? Yes! Will I get two? Yes! Will I get two at once? …no.

17: THIRSTY SUITORS
Exes, family, regrets, growth, skateboards, and kiribath.
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At a quick glance, Thirsty Suitors might sound shallow or a riff on Scott Pilgrim, but the game is anything but. It is a coming of age story explored through a South Asian immigrant voice, with a compelling multicultural and queer cast all with their own distinct stories and dilemmas. As game director Chandana Ekanayake said, Thirsty Suitors is 'thematically it's about repairing relationships in all forms'. When Jala returns to her hometown of Timber Hills after three years of no contact with her family, she has to face all she left behind: her parents, her aunt, multiple irate exes, an estranged older sister who is about to get married, and the looming shadow of her grandmother. Charismatic skater Jala is flawed and relatable, and the player can help to shape her character with dialogue and personality traits. Her inner voice is represented via the visage of her older sister as The Narrator, who'll frequently interject in conversations throughout the game, giving quips and context. Suitors initially quizzes the player regarding their approach to life and dating, and the questions were unexpectedly astute. This continues throughout the game with tough dialogue choices.

Jala's conundrums are brought to life via clever modern twists on the turn-based RPG system, where status effects are emotions, items are convenience store foods and prepared meals, and summons are Jala's mother and reconciled exes. Suitors does the impossible in making Quick Time Events addictive fun: a mix of precise button presses with the timing of a rhythm game. QTEs become the base of nearly all the mini-games in Suitors, from combat to cooking to dancing. Both combat and cooking allow for moments that move the story and characters forward, frequently giving insight into Jala's relationships with her exes and family, including her scene-stealing parents. There is impressive attention to detail in dialogue throughout Suitors, from boss battles, to successful and failed status effects, along with using certain summons against characters. Each climatic boss battle with Jala's exes are memorable spectacles, a cross between Persona and Psychonauts with each ex having a distinct aesthetic and personal issue to resolve with Jala. Jala's world is brough to life with a superb South Asian soundtrack with a hip hop feel, alongside stylized and painterly art direction.

Some recurring frustrations bring an otherwise immensely enjoyable experience down, however. The Narrator often interjects too frequently, slowing down the pacing of conversations. Skating is an inescapable aspect of Suitors, from story to gameplay, especially as Jala traverses all outdoor locations on her skateboard. The experience becomes an active hindrance: the field of view is too close, the areas too small, and Jala's movements feel quite sticky. At times I felt like I was fighting the game's exploration as much as I was Jala's exes and suitors. Those frustrations only put a slight dampener on Thirsty Suitors, which otherwise slides its way to an extremely satisfying end.

16: SEASON: A LETTER TO THE FUTURE
Archaeologist and archivist in a fleeting season.

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Most games are doing well if they have one extremely memorable interactive moment. Season: A Letter to the Future has three: the game's beginning and end, and a sequence involving a certain open field. It's fitting to have such memorable moments in a game that explores memory itself in depth: delving into the past, the present, and what will be left for the future. Season is a wistful, tender, and bittersweet experience, with striking and stylized art direction. The more you engage with the Season, the more you'll get back, with intricate and compelling worldbuilding uncovered via exploration. Estelle is an archeologist and archivist all in one, working to uncover the truth of what happened in her time period before the 'season' ends. The pay-off is excellent. In a microcosm, she can help to make an individual person's life better, but on a grander scale she can only observe and record. She is both powerful and powerless.

So much of Season is appropriately fleeting: the game has dialogue options and choices that will help shape Estelle, but you can only ever pick one, leaving me to mourn the conversations I'd missed -- that precious information forever lost. One of the game's primary mechanics is filling out Estelle's journal, one that the player knows will last long after she is gone. Outside of certain pages requiring specific pictures and items to unlock plot information, the player is given freedom with how they would like to fill out the pages on each topic. There are Estelle's written observations and sketches, sounds she's recorded, miscellaneous items that Estelle has picked up, or photographs the player can take. There was a continual poignancy to filling out the journal. The deliberation of the photographs that I chose, and the others I discarded. Combining fragments of knowledge that I thought were the most valuable in capturing a topic or moment in time. The continual weight of what I chose to keep and carry into the future, and the inevitable second guessing whether my choices were correct.

Season: A Letter to the Future is an incredible game I could never replay as every element of what went into Estelle's journey was so purposeful and personal. I created those memories alongside Estelle, a mix of both mine and hers. I may revisit Estelle's journal from time to time, however, and reflect on the powerful journey that was. The only misstep in an otherwise excellent experience was that Season introduced a new and surreal world building element at the very end of the game, creating some distraction from an otherwise extremely impactful moment. The intention was great, but the execution frustrating.

15: BRAMBLE: THE MOUNTAIN KING
Dark Nordic folklore brought memorably to life.

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Bramble: The Mountain King shouldn't be a game I'm so smitten with, as I certainly had my frustrations. Trial and error through both level design and enemy encounters was a repeated sticking point, as was some clumsy platforming – and yet, I had a fantastic time with Bramble from beginning to end. I was glued to the television with trepidation for what horror I'd encounter next. The whole experience was further elevated by memorable enemy and boss encounters, with easily one of the best soundtracks of the year. The Dualsense on PS5 is also used to great effect to highlight visceral sound design. Bramble is a repeated reminder that there is something to be said for an immersive and well-paced cinematic platformer with no intrusive collectibles. Whilst Bramble's inspirations are keenly at the fore – Brothers: A Tale of Two Sons, Little Nightmares, Inside, and Shadow of the Colossus to name a few – what thrills is the reimagining of these inspirations, alongside Dimfrost Studio's unique voice shining through in their approach to horror, puzzles, and boss fights.

Bramble's focus is on Nordic folklore, explored via a young Olle, who is on a quest to save his kidnapped older sister before she is served up as a meal to a mythological creature of yore. Olle admires the adventurous Lillemor and has to summon his courage to save her. The game comes with heavy content warnings, and they're not to be taken lightly. Olle's journey is a perilous and horrifying one, yet not without its moments of tremendous beauty and serenity. The storybook-esque story is narrated by Nola Klop, who deftly sets the game's tone with her mesmerizing voice work. Bramble is bold with its scares, in that those who live in the daylight are to be feared as much as those who inhabit the dark. It also highlights how deeply effective a well-placed fixed camera can be to ramp up the tension, and there is some excellent cinematography throughout via cutscenes, with the final boss being a highlight. The world and creature design is fantastic, with inspiration from John Bauer's works. Each puzzle and combat encounter utilizes similar base mechanics yet still remain distinct from each other. I was lured into complacency with enemy encounters in the first half of the game, only to be faced with ruthless boss fights in the back half. The final two bosses of the game are fantastic in a year of many highs. One is brilliantly experimental while the other is a culmination of Bramble's strengths as a game, with each attack timed to the beat of the music.

The ambition and achievement of Bramble: The Mountain King is undeniable, even if there is a need for further finessing and tightening of gameplay elements in some areas. It's a game I'll be replaying for the final boss alone.

14: THE COSMIC WHEEL SISTERHOOD.
Take fate into thy hands.
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The Cosmic Wheel Sisterhood is filled with bountiful love and kindness, yet terrible cruelty potential. It is deeply profound as it is silly. It is both deeply relatable and beyond comprehension. It is filled with as many narrative branches as a tree, demanding a second playthrough with lingering questions of what could have been. Fortuna is a fortune-telling witch deprived of her tarot cards, who was exiled when she predicted the fall of her coven. To escape her fate, Fortuna summons a forbidden Behemoth who aides her in the creation of an even more powerful new card deck. Cosmic is unique within the deckbuilding space as the player literally creates their own individualized deck, combining art assets assigned to a certain element or arcana. The chosen art assets influence the possible readings of the final card, both positive and negative. It's overwhelming at first, but soon becomes second nature. In Cosmic, deckbuilding combines with a dense interactive narrative, with Fortuna's readings shaping not only her own life, but those around her. While there are some pivotal story choke points in Cosmic, the choices given to the player are many and complex with lasting consequences, requiring considered deliberation because of it. Cosmic isn't all about heavy choices, though: the characters are rich and complex, and the worldbuilding is intricate, with unique flourishes like Fortuna's books being interactive Twilight Zone-esque experiences. Fortuna and her fellow witches are all memorable, whether it be their character design, their familiars, the magical items they can give, or the magical domains they specialize in.

At the midpoint of Cosmic, there is a sudden recontextualizing of the story that turns all that came before upside down, immediately raising the stakes going forward. The base fortune telling mechanic remains but is now utilized within a different context. The shift is surprising, but well implemented, and the result could almost be a whole new subgenre. Whilst the shift is thematically fitting, it feels less personal that the first half of the game. Fortuna being so powerful makes aspects of the story a forgone conclusion, but there are enough choices with lasting repercussions that it is still worthwhile. In a game so focused on fate, the destination needs to be as worthwhile as the journey that proceeded it – and it is, depending on your ending. Among the possibilities are four ideal endings with various permutations, but they feel detached from the wonderfully messy and sincerely human events that came before. Cosmic is at its most compelling when caught between the existential infinite and the personal -- and is at its weakest when it forgoes the personal. It's because of this I found the non-ideal endings to be the more satisfying and cohesive experience. Whilst I would love to replay the game and explore different choices, realizing Fortuna's cards need to be remade anew currently seems overwhelming. I will revisit it in time, however – as should you.

13: A SPACE FOR THE UNBOUND
Slice of life at the end of the world.
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It's hard to capture a time and a place, to create a tangible sense of space. It was that yearning to return to the real world inspired Loka City in '90s Indonesia that kept me coming back to A Space for the Unbound, along with my investment in the game's story. As the slice of life magical mystery unfolded, my engagement was with the town and its people as much as the overarching story, with the small personal moments carrying as much weight as the larger ones. This is fitting as Unbound's story is about the micro as much as the macro, and how the small moments compound and shape our lives at pivotal points. Unbound follows highschoolers Atma and Raya in the lead up to graduation, very much in love and figuring out how to plan their future, while a doomsayer cries the end of the world. They make a Bucket List. It is completing items on the list that shapes the game's overarching plot, even as it becomes apparent that something is very wrong with Loka City and its people. By using a magical red book, Atma can Spacedive people. This takes him to stylized psychological realms where he can help solve personal problems that might otherwise be physical obstacles in the way. As the game progresses, Atma's abilities grown in complexity, as do the puzzles he needs to solve in turn. Completing every item on the Bucket List involves missable items and skill ceiling. While it's fitting that a finished Bucket List unlocks a final cutscene, it's frustrating to think not every player would have the same closure.

Alongside exploration, Quick Time Events and point and click puzzles make up much of Unbound's gameplay, and are used in a myriad of imaginative ways. Unbound's continual weakness is that trying to complete a seemingly simple objective will obstruct the player with a series of subtasks that must be completed before the player can progress. This compounds across the game to affect overall pacing to the point of fatigue. In turn, though, one of Unbound's strengths is how creatively it waylays the player, making the game's journey as memorable as its destination. In the end, I fell in love with not just Atma and Raya, but the townspeople and their unique stories as well. Unbound is as deeply poignant as it can be unexpectedly humorous, with some fabulous comedic timing. The story is heavy and emotional, and intricate in its construction. It explores love and relationships in all their forms, alongside loss and grief. This is not just for Atma and Raya, but for the townspeople as well. There is a heavy inspiration from Makoto Shinkai's works with Unbound, alongside many other affectionate pop culture references. The greatest compliment I can give everyone at Mojiken Studio is that A Space for the Unbound's story and art direction rivals Shinkai's best. I can't wait to see what the team creates next.

12: STRAY GODS: THE ROLEPLAYING MUSICAL.
An interactive Greek mythology murder mystery musical.
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Stray Gods is a groundbreaking game in a year of many others that was sadly lost in the shuffle. This may be due to the niche premise, but Stray Gods' laser focus on prioritizing player agency means that so many reviewers and players – including myself – did not realize the magnitude of what was achieved until listening to the soundtrack in isolation. Every time I think I've fully grasped Stray Gods' depth, yet another layer reveals itself. The game's strengths aren't just in its groundbreaking musical component: it's a concise, compelling mystery with deeply impactful branching narrative paths, brought to life with vibrant art direction. A newly appointed muse, Grace, has seven days to unravel the mystery of her predecessor's murder before Grace is executed for the crime. It's her muse powers that are a clever catalyst for the game's interactive musical moments. David Gaider shows yet again his expertise for unforgettable complex characters and worldbuilding, with Stray Gods exploring the Greek gods in a modern-day setting. There's an underlying history much larger than Grace's immediate dilemma, one that spans centuries. Grace herself is an endearing protagonist, and her journey is a showcase for Laura Bailey who effortlessly switches through a variety of musical genres. Bailey is supported by an equally impressive cast who all shine brightly alongside her.

And what is a muse without a song to sing? The work Austin Wintory, Tripod, and Montaigne put into every interactive song is astonishing. Many moments are the equivalent of musical boss fights, with all the spectacle and ingenuity that implies. For a scale perspective, in an attempt to capture the breadth of the tonal soundtrack possibilities, Wintory has released four albums for Stray Gods. Each song has player affected variables, shaped at junctions by the protagonist's three potential personality traits: Clever (Blue), Charming (Green), Kickass (Red). The effect can be anywhere from minor to entirely changing the song's melody and chorus, not accounting for sub-permutations again. As an example, for Pan's introductory 'I Can Teach You', I had the sultry 'Lost Girls' version, not the bluesy 'Morning Fades', or the blunt 'Shine'. To add another layer, the player can initially select the choice that starts 'Morning Fades', but then select multiple trait sub-choices entirely after that. This video shows a fraction of the possibilities.

For all of this, it's hard to manage a game of Stray Gods' remarkable ambition without some stumbles on the way. A natural monkey's paw of the game prioritizing player agency over musicality means the most cohesive version of a song may not be heard by many players. The game also delves into some weighty subject matter, but these subplots don't always have time to breathe when they must resolve in a song. Some romances would also have been better suited to a longer game. All of these issues pale, though, in comparison to what a groundbreaking game Stray Gods is, and how well it achieves all it set out to do. Bravo, Summerfall Studios. Encore!

11: PARANORMASIGHT: THE SEVEN MYSTERIES OF HONJO
A supernatural whodunnit in 1980s Tokyo.

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Mystery visual novels are a beloved subgenre, with many memorable games showing the importance of why they can be such intriguing tales in an interactive medium. While Paranormasight: The Seven Mysteries of Honjo might seem familiar at first glance, what makes it stand out from its peers is the game's unique setting and focus. Paranormasight takes place in Honjo in Tokyo's Sumida ward in the 1980s. It is not only a love letter to the time period, but an insight into the history of Sumida itself – though with some fictional supernatural unpleasantness. Technology is often the bane of mystery stories, and the 80s setting hits that sweet spot of technology on the cusp of evolution but not yet at the point of immediate accessibility. If you're in a dark park at night, you'll need to run to the nearest payphone.

Speaking in depth about Paranormasight's story is a spoiler minefield, but it is a joy to experience. The mysteries of Honjo are tragic and terrible -- in both the past and the present -- and run very deep. The supporting cast all have their own compelling intertwined subplots, brought to life via Gen Kobayashi's memorable character design. There are some unexpected emotional moments, and the game asks some hard-hitting questions of its characters. The soundtrack is excellent at setting tone and ambience throughout. Whilst the game is a satisfying self-contained story on its own, there is a fantastic depth of worldbuilding that leaves potential for more stories to be told within the world. Paranormasight also has some incredibly unique puzzle mechanics that are cleverly implemented, and if there is a sequel, I'd love to see them iterated on even further. I'd love to spoil them, but they should be experienced first-hand. Paranormasight: The Seven Mysteries of Honjo is a mystery worth your time to see unfold.

10: XENOBLADE CHRONICLES 3: FUTURE REDEEMED
A celebratory farewell.
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Future Redeemed is a dream DLC that wraps up one of the most unforgettable trilogies in gaming. Monolith Soft continues to refine every element of the Xenoblade series with each new entry, especially when it comes to gameplay and level design. Future Redeemed's playable cast is both engaging and delightful, a mix of characters old and new. There is an added poignancy to seeing the protagonists of the first two games as adults, seeing how the intervening years have shaped their characters. The gameplay loop is a clever evolution on both XC1 and XC3, where exploration and filling out the Collectopaedia nets valuable rewards, alongside Affinity Growth that will net more skills in combat.

Monolith Soft continues to be one of the best in the industry when it comes to level design, with Future Redeemed yet another feather in their cap. The new area in Aionios harkens back to iconic areas in XC1, filled with intriguing nooks and crannies throughout the entire map with deadly monsters to dodge along the way. One of the most satisfying elements of Future Redeemed are the side quests and the personal stories of the quest givers themselves. Completing them all culminates in a satisfying end. Future Redeemed's story in general recontextualizes that of the base game, whilst being an enjoyable tale in its own right. Powerful moments are given an even greater weight via a breathtaking musical score, with the talented collaborative team from the trilogy returning, including Yasunori Mitsuda. My primary complaint with Future Redeemed is that it introduces more questions than it answers when the story should be coming to a close, and new twists on plot points from the base game undermine the impact of those original moments. Those frustrations don't outweigh the many positives of Future Redeemed, however, and it is a celebratory farewell to an iconic trilogy, and is easily one of the best DLCs I've ever played.

09: CHANTS OF SENNAAR
The power of a word.
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At first there is a conundrum. Then tentative experimentation. Then assigning a meaning to one word, followed by another. Finally, a eureka moment of recognition and understanding. Chants of Sennaar continues to build on this basic concept throughout with increasing complexity, as the player ascends a Tower of Babel like structure. The inhabitants of each level speak a unique language that must translated via exploration, experimentation, and observation. Interacting with the inhabitants gives clues, alongside smartly placed environmental storytelling. Each level introduces creative new approaches for the player to understand the language, keeping the game from feeling repetitive, along with each level being visually distinct with a unique cultural focus. The art direction is superb, and camera placement gives so many locations an immense scale. An attention to detail with the PS5 version of the game is that each level of the tower changes the color of the Dualsense controller.

Every language has a unique approach to words and sentence structure, reflective of the culture of those who speak it. Progressing to ascend the tower is not just translation, it's then applying the learned language to unique and often quite complex puzzles. (One word: weights.) Translating a full language is gratifying, but that feeling is eclipsed by being able to recognize pictograms without even needing a written translation. Equally gratifying is successfully being an in-between translator for two people of different languages and seeing the positive result. The game gives the player multiple opportunities to do this, but I would have loved even more. One divisive element of the game are the sporadic stealth sections. I had little issue with them, as they often highlighted the game's thematic exploration of division without understanding, but I can see how they could be jarring. Another divisive element was the game's journal, that will draw pictures related to a certain topic for the player to assign pictograms to. If adjacent pictograms have been placed correctly, they will all auto translate. I found this valuable to keep a good flow throughout the game. You can brute force correct translations through trial and error, but that's up to the player. The developers and I often had very different interpretations about what a picture could mean – some are quite ambiguous – so I didn't find that the journal mechanics diminished the game's difficulty. Chants of Sennaar was a fantastic experience that left me feeling like I'd achieved something of genuine worth by the end, with a yearning to return to learning the languages of our own world.

08: COCOON
A world within a world within a world.

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It's an exhilarating moment the first time Cocoon's primary gameplay mechanic clicks: jumping out of the starting world you've been exploring and landing in another. You then use that sphere – that entire world! – to solve puzzles in the next. This builds as the game goes on, where one sphere becomes two, then three, then four. By the end, the player is using all four spheres simultaneously to solve puzzles whilst moving in and out of worlds in quick succession. It's an extraordinary achievement of game design and ingenuity that feels seamless throughout. Cocoon has no heads-up display or text box tutorials, yet unobtrusively guides the player every step of the way via clear visual cues and level design. Each world and sphere has its own unique color and biome, easily identified at a quick glance, and every interactive element in the world is immediately recognizable in its purpose. When a player arrives at a puzzle, the game locks the area around them, guiding the player's focus. Another way Cocoon aides is through sound design, with a music cue starting as the player correctly interacts with steps of a puzzle and swelling in triumph when it is about to be solved. (It did become unintentionally comical when I was stuck on a puzzle, and the music kept swelling in triumph only to peter off in disappointment as I repeatedly failed to solve it correctly.)

I would have loved to have seen more puzzles utilizing all four spheres at once as it was easily the most complex element of the game, but presumably that complexity is also why there are so few. Cocoon also has a cerebral approach to story, which is mostly conveyed via environmental storytelling – whilst Coccon's world is very intriguing, anything more overt would be actively distracting. Cocoon is a breathtaking, laser focused and polished experience from beginning to end. A must play.

07: A HIGHLAND SONG
Sing me a song of a lass that is gone.

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I'm writing to you to share Moira's journey after her successful arrival at your lighthouse by Beltane – admittedly with a few missteps along the way. When Moira decided to run away from home to see you, I didn't know how to approach such an undertaking. Neither of us knew what we were doing outside of heading towards the nearest mountain peak and planning where to go from there. On our first failed attempt I realized too late the benefit of pulling back to get the widest view possible of the immediate area, showing which slopes are climbable or not. It also took experience and understanding of the layered landscape to know which routes were viable, and that others would be unreachable without a shortcut. Moira also found torn parts of maps which were vital to help orientate and hint at shortcuts. There are still many map fragments yet to find, partly as there are so many peaks to visit, and because sometimes it can be difficult to mark out an exact spot. Even for the times we got lost, the scenery never disappointed, nor did the beautiful music that seemed to drift through the hills. I was also surprised by every new person Moira met along the way, with some stories more haunting than others. You mentioned there were ghosts in the hills. I think you're right.

Moira is a spirited one, isn't she? Brave, charming, and stubborn. I loved hearing her observations and stories on the journey, and some of her cursing was particularly creative. It's a big undertaking across the Scottish Highlands for a young girl, with steep hills, rocky outcrops, precarious slopes, dark caves, and unrelenting weather. Climbing is precarious, and it's always important to take a breather when needed. True respite is few and far between, and an abandoned bothy at the end of a long day was always a welcome sight for a good night's sleep. Moira's physical stamina did improve over time, though, as she darted and jumped through the plains from one hill to the next alongside friendly deer.

I know this won't be the last time Moira undertakes the journey to see you, as there is something unusual about these lands. All facets of time exist at once. There are so many stories untold, items yet to find, and many peaks to visit. Helping Moira arrive by Beltane wasn't easy, but it was a reminder that that the journey can be as important as the destination, and that failures are an opportunity for growth. Our first attempt ended in complete disaster, stuck inside a cave with no easily discernable way out. We did reach you on the second attempt, three days after Beltane. The third attempt was a success, arriving at 8pm two days before Beltane.

Just near Moira's home, there's a junction to go ahead or go right. Every time I've gone right. I think I should go ahead next time, don't you?

06: DREDGE
The depths give and take.
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I don't usually care for fishing mechanics in games, yet Dredge made me obsessed. It's because so much of Dredge is about the exploration as much as the fishing: traversing the open seas, visiting different locales with their unique biomes, and discovering the variety of sea creatures and other Eldritch monstrosities that can be found there. While Dredge's premise of a Lovecraftian fishing game is straightforward, it is extremely well implemented. The game's tone is set by painterly art direction, snappy sound design, and David Mason's delicate yet seafairing gothic score. The premise is explored not only via the game's simple but well-told story, but through each gameplay mechanic. All species of fish to catch come with their own unique subset of Eldritch aberrations. They were a continual source of fascination, with each catch displaying disturbing fish designs and haunting flavor text in the player's encyclopedia. A satisfying off kilter jingle played when they were caught, too.

You will have to continue to sail at night to catch some of the aberrations and other night dwelling fish, which becomes increasingly dangerous as the landscape twists around the player. Danger can come in many forms: the longer you go without sleep, the more perilous the world will become, and the greater the panic meter grows. The boons are worth it benefit, though, with some elements of the world only being interactable at maximum panic. The gameplay is a satisfying loop of fishing and dredging shipwrecks to find materials to upgrade your boat. This will carry you into the next biome, with intriguing side quests along the way. Dredge uses Resident Evil's mini-game approach to inventory, and it always felt fittingly Lovecraftian twisting fish around each other to get the most out of available storage. The greatest ongoing threat that continued to the end of the game was the prospect of the boat being damaged, and losing precious cargo that was needed to finish a side quest.

The joy of Dredge for me was in the contrasts as much as the exploration. The breathtaking beauty of sailing across the seas alongside chittering dolphins and breaching whales was so peaceful, yet could turn deeply discordant on a dime as dusk would change to night. I never got tired of the dichotomy. By the time I played Dredge, its first paid DLC The Pale Reach had been released. It was extremely tempting to continue, but for the moment, I thought it was better to wait and be left hungering for more. The hunger remains, though. The hunger…

05: VENBA
A life in culinary snapshots.
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Venba is a bite-sized gaming experience that is no less impactful for its shorter length. It explores a poignant immigrant story between mother and son over the passing years via a series of chronological interactive vignettes, entwined around cooking and food. It is a deeply personal story as much as it is universal, as food is inseparable from culture, family, and memory. For the titular Venba, Tamil cuisine is a connection to her mother back in southern India, along with her husband Paavalan who she moved to Canada with, and is now a legacy to pass on to her son. For a young Kavin, food is a source of joy as much as misery, as it is yet another way of standing out instead of blending in. Venba is impeccably written and is a masterclass in scene writing. Each vignette starts at the last possible moment and ends at the earliest, and every single one is memorable and emotional. The game's narrative structure means that they could have become formulaic, but Venba keeps things unpredictable with some vignettes taking place in pivotal moments, whilst others are in the aftermath of events that happened off-screen. A tagline for the game could have been 'you'll cook and you'll cry'. All the characters are beautifully written with compassion, depth, and nuance. I felt the ache of experiencing young Kavin's actions through the eyes of his mother, seeing echoes of my younger self and wishing I could go back and make different choices.

Venba's story isn't just told via cutscenes, but through its many interactive sequences, primarily cooking. Venba's twist is that while the player is given a gas stove and all the ingredients and utensils that are required, the order and means to cook the meal is uncertain. Venba uses her mother's recipe book as a reference, and all the recipes have some element that is missing or smudged, creating a light puzzle element. The game gradually increases in difficulty, and it is satisfying creating a meal without making a mistake. Stunning and vibrant art direction brings the world, characters, and food to life, and the result of cooking a meal is a mouthwatering visual result. This sound design is visceral, with every pop, crackle, and hiss with the preparation of a meal being a tangible experience. The game's soundtrack is a wonderful accompaniment throughout, with original songs created for the game to set the tone of each era and giving homage to Tamil cinema and composers. It's these visual and auditory highs, along with Venba's affecting and engaging story, that leaves the game to pleasantly linger in the mind even after it's completed. It's a game I'd dearly love to play alongside my mother someday.

04: JUSANT
One foot after the other.

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The goal of Jusant is to ascend the mysterious coral-like tower, adorable jellyfish companion in tow, and the only way to do so is to climb. Climb I did – grappling, stumbling, swinging – whilst repeatedly holding my breath as I attempted a precarious jump. I puzzled out where best to place a piton in case I ran out of stamina, watching with dread as my remaining rope got smaller and smaller. Every move the player makes is manually controlled, with the right and left triggers activating the right and left hands when climbing. It soon becomes second nature, and by the end I was speedily ascending sheer cliffs. Each chapter introduces new climbing abilities, mechanics, and challenges, with weather changes being the most dangerous and living pebbles the most helpful. Nothing in the player's kit is infinite: the rope will run out, there are only three secondary pitons to place, the stamina bar will naturally decrease with each jump, and the living pebbles will return to their holes, leaving nothing for the player to grab on to. The player character can't die in Jusant, meaning the biggest fear is falling and losing progress. This is an inspired choice, as it means every step of the player's journey canonically happened. The satisfaction on reflecting my playthrough of Jusant was immense, knowing that every mistake counted as much as my triumphs. The level design of each chapter compounds the satisfaction, the majority of which are seamless. It was an awe-inspiring sight to look down and realize how far I'd climbed yet humbling to look up and realize how much further I needed to go. There are plenty of optional paths and nooks and crannies along the way, filled with supplementary materials to uncover.

Jusant could have been a standout experience for the gameplay alone, but it's the additional touches that elevate it even further. It's a game full of contrasts: from silence to sweeping melodies, from warm to cool tones, no dialogue spoken to the passionate written word. From the first shot of the game, the cinematography and character animation impresses, with stunning art direction defining each chapter visually. The environmental storytelling continually engages, wandering in the ruins of what was before. While there is no spoken dialogue, there are old letters of those who lived in the tower, including a woman who made the same climb untold years before. Jusant's protagonist exists in an unusual narrative space where they know their goal, but it's the player who is finding out along the way. Guillaume Ferran's score is breathtaking, too, with a delicate, nautical feel. It's meticulously used throughout the game, and every time music plays it is like coming up from the depths for air. It's exquisite. Upon finishing Jusant, I genuinely felt a sense of achievement, with the knowledge I'd experienced something special. Jusant was a fascinating experimental divergence from Don't Nod's usual genre focus, and with the caliber of the end result, I hope it won't the last.

03: OCTOPATH TRAVELER II
Eight paths to a wide sandbox of possibility.
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More than any other medium, video games benefit from sequels with the opportunity to refine and finesse. With Octopath Traveler II, Team Asano was able to do exactly that. It harkens back to the nostalgic RPGSs of old whilst creating something new, and there is a wide sandbox feel with the ways the player can interact with the world. The focus of Octopath as a series has been letting the player shape their own journey, with eight possible characters to choose and recruit in any order with their own unique stories. Player freedom isn't just regarding story, but exploration as well. There are few barriers in the world, though the risk vs. reward may be high. Explore, steal, suicide run into high-level areas – buy a ship and sail the open seas! The game's break/boost combat system returns to great effect, rewarding the more enterprising player with powerful character and job combinations. Even the defualt job classes are highly engaging to play. Traveler II also has quality of life improvements from its predecessor, with fully voiced cutscenes, flexibility in character sub-routes, a day and night cycle, and an increase in detailed environments with unique art assets. It is a beautiful game, with the HD-2D approach in great affect in a diorama like world that is so vibrant it invites the player to reach through the screen itself. The boss battles with their large sprites continue to delight, as do the variety in enemy encounters. All of this is elevated by Yasunori Nishiki's breathtaking score, who continues to astound with his talent for memorable melodies that also capture a distinct atmospheric tone.

As with the first game, the playable cast of eight characters are familiar archetypes, but now with enjoyable twists. There's a Count of Monte Cristo-esque scholar, an anti-capitalist merchant, an amnesiac apothecary with a foreboding past, and a sardonic cleric on a detective mystery. Traveler II gives its cast more opportunities to interact with great chemistry, along with the welcome addition of joint side quests. Their stories have recurring plot threads that culminate with the final boss. As endearing as the cast of characters are, the star of Traveler II is the world itself and the ways the player can engage with it. There are so many diverse locales, from bustling cities to small industrial towns, murky caves, tropical forests, and harsh deserts. The day/night cycle makes the world feel more alive, with changing enemies and NPCs. There are many ways players can interact with NPCs, too: stealing, unlocking hidden items, followers giving unique perks in and out of battle. Many have their own interconnected stories that might only be explored through side quests, if at all. There's an underlying history to nearly every character and location. There is still room for further finessing with Octopath: a more diverse cast, further nuance to character stories and party interactions, and a bigger map with markers. When I think of Octopath Traveler II, though, one word immediately comes to mind: bliss.

02: PIKMIN 4
The art of Dandori.

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There is no moment that better captures the tonal uniqueness of the Pikmin franchise as a whole than a large group of Pikmin joyously singing in harmony as they carry the corpse of a giant dead creature back to base to be processed. The appeal of Pikmin's gameplay is the continual balance of serenity and danger, with a beautiful, lush world that is familiar as it is bizarrely alien. It's a combination of various garden locales, beaches, caves, sewers, house interiors, all explored from a micro perspective. Even the most basic household items have now become delightfully gigantic in scale. There are signs of recent human life everywhere, yet no humans nor recognizable wildlife to be found. It's this setting that becomes your backdrop for foraging and exploring, collecting treasures to take back to the ship and process for Sparklium, which will upgrade the ship's radar to explore further. The tiny Pikmin themselves are a vital ally, coming in a variety of shapes, colors, and unique skillsets. Exploration is filled with perils, however, with creatures waiting to prey on the Pikmin themselves. Giant rare creatures serve as boss battles, each requiring a unique puzzle approach to solve. In a year of many memorable boss battles, Pikmin 4 outdoes them all. If you've played the game, you know the one.

As a newcomer to the franchise, Pikmin 4 is an excellent installment for new players and veterans alike, as you're given tools as a player to set your own difficulty. After a tragic Red Pikmin death early on, I chose to go for a self-imposed no death Pikmin run – a learning curve for a newcomer! – and I was able to do so via balancing the unlockable abilities of the player character and their loyal alien canine companion, Oatchi. Whilst there is no time limit in the main quest, the game emphasizes the importance of strategy and efficiency: the art of dandori. Pikmin 4 utilizes its core gameplay loop to the full through a variety of different gameplay situations. If you tire of exploring and collecting treasures in the main missions, you can delve into deadly sewers, complete dandori challenges and battles, conquer tower defense night missions, or try timed missions that unlock in the late game, many of which are themed with increasing difficulty. This is where Pikmin 4's real time strategy element really shines, and knowing the strength and weakness of each Pikmin and where to utilize them best is a boon, along with memorizing levels and the creatures found there. All this content is repayable, and I kept finding myself coming back again and again to get that precious Platinum score. My plan going forward is to slowly play through the older games to keep my newly formed Pikmin addiction at bay until Pikmin 5 comes out.

I also should mention I thought Olimar was a baby in space suit for years. I mistook his whistle for a pacifier.

01: ALAN WAKE 2
Lenticular art.
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Alan Wake 2 feels like lenticular art in video game form, a layered puzzle of themes, plot, characterization, and game mechanics. It's only when perspective shifts upon completing the game that they all align in a moment of electric epiphany, becoming a cohesive whole. It recontextualizes the entire playthrough that came before and illuminates what was in plain sight all along. Alan Wake 2 feels like Remedy's magnum opus, the result of Remedy's own distinct voice honed over 28 years as a studio. It has the incredible mixed multimedia boundary pushing of Max Payne, polishes the unique tone and setting of the original Alan Wake, has a dense story with strong internal logic like Quantum Break, and the captivating stylistic surrealism of Control.

Alan Wake 2
is initially one of contrasts, with dual protagonists that appear different at first glance but whose chapters are deeply intertwined. Both stories are two halves of a whole. Alan Wake 2 is excellent at utilizing every gameplay mechanic it introduces, from Saga's methodical Mind Place to Alan's world altering Plot Board in his Writer's Room. Every single facet of Alan Wake 2 plays back into the overarching story: the incredible jaw-dropping original songs written for each chapter of the game, the varied collectibles with their own subplots which are anyting from dolls to radio shows to commercials, alongside supplementary material scattered throughout the world. It would have been easy to indulge with references to the now established Remedy Connected Universe, but the team shows remarkable restraint, and every reference is relevant to Alan Wake 2's story. There is an undeniable meta element to it all, which has been inescapable for Remedy since creative director Sam Lake's likeness was used for Max Payne in a cost saving measure. Instead of dancing around the fact, Alan Wake 2 embraces this element wholeheartedly with self-awareness, shifting anywhere from the amusing to darkly disturbing. Remedy as a developer seems to relish in highlighting the unique talents of their cast, and Alan Wake 2 is a superb showcase for them all, including the late and great James McCaffrey.

Alan Wake 2 is such an outlier in the AAA space and I'm still astonished it exists. It was an experience that gripped me from beginning to end, seesawing from desperately wanting to know what would happen next whilst simultaneously reluctant to see the game end. Alan Wake 2 feels like the closing of one chapter in Remedy's history and the beginning of another, and the continual refinement, experimentation, and confidence that Remedy shows as a developer with each successive game is a marvel to behold.

  1. [PS5] [Horror] [Epic Games Publishing] Alan Wake II
  2. [NS] [Strategy] [Nintendo] Pikmin 4
  3. [PS5] [RPG] [Square Enix] Octopath Traveler II
  4. [PS5] [Platformer] [Don't Nod] Jusant
  5. [XSX] [Adventure] [Visai Games] Venba
  6. [PS5] [RPG] [Team17] Dredge
  7. [NS] [Platformer] [inkle] A Highland Song
  8. [XSX] [Puzzle] [Annapurna Interactive] Cocoon
  9. [PS5] [Adventure] [Focus Entertainment] Chants of Sennaar
  10. [NS] [RPG] [Nintendo] Xenoblade Chronicles 3: Future Redeemed
  11. [NS] [Adventure] [Square Enix] Paranormasight: The Seven Mysteries of Honjo
  12. [PS5] [RPG] [Humble Games] Stray Gods: The Roleplaying Musical
  13. [NS] [Adventure] [Toge Productions] A Space for the Unbound
  14. [NS] [Adventure] [Devolver Digital] The Cosmic Wheel Sisterhood
  15. [PS5] [Action-Adventure] [Merge Games] Bramble: The Mountain King
  16. [PS5] [Adventure] [Scavengers Studio] Season: A Letter to the Future
  17. [XSX] [Action RPG] [Annapurna Interactive] Thirsty Suitors
  18. [NS] [Puzzle] [Aladdin X] Suika Game
  19. [XSX] [Puzzle] [Thunderful Publishing] Planet of Lana
  20. [NS] [Rhythm] [Square Enix] Theatrhythm Final Bar Line
  21. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  22. [PS5] [Adventure] [Night School Studio] Oxenfree II: Lost Signals
 
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Vico

Member
Jan 3, 2018
6,444
Let's go, cutting it close. 🤷🏻‍♂️

Once again, my gaming time was centered around Game Pass, so my top 10 is mostly day one releases. I did enjoy some older games more than some of those, but that's besides the point. So, here are my favorite 2023 releases:

  1. [XSX] [Action RPG] [Bethesda Softworks] Starfield
  2. [XSX] [Action] [Bethesda Softworks] Hi-Fi Rush
  3. [XSX] [Action RPG] [Neowiz] Lies of P
  4. [XSX] [Puzzle] [Annapurna Interactive] Cocoon
  5. [XSX] [Horror] [Epic Games Publishing] Alan Wake II
  6. [XSX] [Platformer] [Don't Nod] Jusant
  7. [XSX] [Puzzle] [Thunderful Publishing] Planet of Lana
  8. [XSX] [Horror] [Frictional Games] Amnesia: The Bunker
  9. [XSX] [Action-Adventure] [Rogue Games] The Last Case of Benedict Fox
  10. [XSX] [Action-Adventure] [Ubisoft] Assassin's Creed Mirage
 

Saggy

Member
Oct 27, 2017
15
  1. [XSX] [Horror] [Epic Games Publishing] Alan Wake II
  2. [Win] [Puzzle] [Devolver Digital] The Talos Principle 2
  3. [Win] [Action-Adventure] [Sega] Like a Dragon Gaiden: The Man Who Erased His Name
  4. [WIN] [Adventure] [Square Enix] Paranormasight: The Seven Mysteries of Honjo
  5. [Win] [Action] [Team Reptile] Bomb Rush Cyberfunk
  6. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  7. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  8. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
 

Jakenbakin

"This guy are sick"
Member
Jun 17, 2018
11,881
If I played more new games this year then I don't remember them. My top 5 were all really really good for me, though.

  1. [NS] [RPG] [Nintendo] Xenoblade Chronicles 3: Future Redeemed
  2. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  3. [NS] [RPG] [Square Enix] Octopath Traveler II
  4. [PS5] [Action RPG] [Square Enix] Forspoken
  5. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  6. [PS5] [Action-Adventure] [Awaceb] Tchia
  7. [PS5] [Racing] [Ubisoft] Trackmania
 

Pharaoh

Unshakable Resolve
Member
Oct 27, 2017
2,677
  1. [Win] [Horror] [Capcom] Resident Evil 4
  2. [Win] [Horror] [Epic Games Publishing] Alan Wake II
  3. [Win] [Horror] [Electronic Arts] Dead Space
  4. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  5. [Win] [Horror] [Dear Villagers] Fort Solis
  6. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
 

cowbanana

Member
Feb 2, 2018
13,817
a Socialist Utopia
Baldur's Gate 3 is a monumental, unmatched achievement in the RPG space. The scope is vast and the characters are well realized within an engaging plot and immense world. True masterclass from Larian, built on their previous successes. Finally getting the mega hit they deserve after years of incredibly hard work.

  1. [Win] [RPG] [Larian Studios] Baldur's Gate 3
  2. [Win] [RPG] [CD Project Red] Cyberpunk 2077: Phantom Liberty
  3. [Win] [Shooter] [Nacon] RoboCop: Rogue City
  4. [Win] [Action] [Focus Entertainment] Aliens: Dark Descent
  5. [Win] [Strategy] [THQ Nordic] Jagged Alliance 3
  6. [NS] [RPG] [Nintendo] Fire Emblem Engage
  7. [Win] [Action-Adventure] [Ubisoft] Avatar: Frontiers of Pandora
  8. [Win] [Action RPG] [CI Games] Lords of the Fallen
  9. [Win] [RPG] [Team17] Dredge
  10. [Win] [Puzzle] [Annapurna Interactive] Cocoon
 

pants

Shinra Employee
Avenger
Oct 27, 2017
3,220
Sort of a hysterical ballot this year.

Apologies to all of the really cool looking games I didn't play, like Pizza Tower and Slay the Princess. I'm sure Baldur's Gate 3 would have been my GOTY, if I had gotten around to playing it. I promise I'll get around to everything I missed, eventually.

Instead, let me tell you about the three or four best games of 2023 from someone who mostly sat it out.

Dead Space — The Ishimura makes for an iconic haunted house, and this year's remake of the umpteen year old game is like having talented craftsmen go in and lovingly renovate your favorite ride in an old amusement park; its all still there, intact, and mostly still feels the same, but also inexplicably better than remembered. A love letter to the original.

Destiny: Lightfall — Its 9th year, and most recent expansion to my game of the generation. This year we tackled some weird ass gonzo stuff; the Big Bad etching a psychedelic pink triangle into the side of The Traveler, a star-crossed wish granting ghost dragon mourning her offspring, and a journey into a sunken "ghost" ship beneath the waves of Titan's methane ocean. Also inexplicably a fishing minigame. There's truly nothing else that scratches the itch.

Fortnite — Its easy to be kind of nihilistic about Fortnite: an utterly free game you can play for 1000 hours that subsists on our children and $20 skin bundles of your favorite intellectual properties, but the people who work on the game do their homework and pump out The Good Stuff(tm). There was a point last year where the map opened up, revealing a whole Lost World themed area with an emphasis on natural cover and verticality: essentially a whole other game's worth of design philosophies, just dropped in there as part of a free update. Then, just recently, they added a racing mode by the people who made Wipeout, and a music mode by the people who did Rock Band. For free.
  1. [PS5] [Horror] [Electronic Arts] Dead Space
  2. [PS5] [Shooter] [Bungie] Destiny: Lightfall
  3. [PS5] [Shooter] [Epic Games] Fortnite
 

Bushido

Senior Game Designer
Verified
Feb 6, 2018
1,850
Honorable mentions = Robocop: Rogue City, Chants of Sennaar, Lies of P.

15. Dead Island 2
Fun fact: I playtested and feedbacked some early builds of this game almost 10 years ago (around the time it got officially announced) and it felt like it would never come out. Fast forward to 2023 and not only did it finally see the light of day, but actually turned out more enjoyable and successful than anyone could have hoped for after its troubled development. Some of the most impressive visuals to date, stunning environment design, an equally silly and fun gore system, and a decent amount of freedom in exploration make this a surprisingly competent zombie-slaying romp.

14. Dredge
The addictive gameplay loop is what makes this blend of gothic/Lovecraftian horror and fishing game so compelling. Explore the ocean and gather fish, sell it to upgrade your boat, venture further, find even more valuable fish…. but always make sure to reach a safe harbor before sunset and get enough sleep, because at night things get eerily creepy and you slowly start to go insane. A neat indie game that accomplishes pretty much everything it sets out to do during its perfectly paced playtime.

13. The Talos Principle
I'm about to finish this one and really enjoyed my time with it, definitely my favorite first-person puzzler since The Witness. Every new environment leaves me in awe due to their gigantic structures, amazing architecture and mind-bending puzzles, I also really appreciate the variety of biomes and exploration in them. Unfortunately the scale is also its biggest weakness, as I think the game is simply too large and long for what it is.

12. Cocoon
A very interesting, innovative puzzle game by the lead designer of Limbo/Inside. Truly fascinating world design with some mind-bending puzzles, great boss fights, superb audio design & atmosphere, and due to its limited scope (4-5 hours) it remains enjoyable and intriguing throughout, which unfortunately is not often the case with games of this kind. Fans of Portal or Hyper Light Drifter should check this out.

11. Jusant
This game (by the studio behind the Life Is Strange series) is mostly about ascending a gigantic, once submerged structure for a very specific reason. On your way up you explore the beautifully crafted remnants and mysteries of an extinct civilization and try to make sense of what happened there. An audiovisually pleasing, very calm experience for fans of games like Journey, Abzu, The Pathless or Rime, which is equally entertaining and challenging due to its impressive rope physics and climbing mechanics.

10. Super Mario Bros Wonder
I have to agree with the critical consensus that this is the best 2D Mario since the Super Nintendo. Bursting with charm and creativity, and the implementation of equippable skills, elephant Mario, the map design, enemy variety and attention to detail in animations are all deserving of high praise. Still, due to its 2D nature and short levels it didn't entirely manage to blow me away like 2017's Mario Odyssey, as its mechanics and ideas feel a bit too rapidfire and throwaway. A great game nonetheless.

9. Spider-Man 2
One can only marvel (hehe…) at the production values of this game: The visuals, action sequences, setpieces and pure joy of traversal are simply breathtaking. The addition of wingsuits, even faster webslinging, refined combat and the ability to freely swap between Spider-Peter and Spider-Miles make this the best game in the series yet, but I have to say that I would have preferred a bit more story focus on Miles and that visiting the same New York for the third time now with very similar activities started to feel a bit stale, despite the inclusion of several new districts.

8. Star Wars Jedi: Survivor
I already enjoyed its predecessor, Fallen Order, quite a bit, and Jedi Survivor improves upon it in many regards. Exploration and uncovering secrets feels way more surprising and rewarding, combat offers more options, some of the side characters are great additions… but it is really unfortunate that it suffered from the same technical issues that once again took months to resolve and should've been ironed out ahead of release. Still one of the better Star Wars releases across any medium in recent years.

7. Metroid Prime Remastered
Remaster almost doesn't cut it, because the effort put into this brings it closer to a remake, in my opinion. A modernized control scheme, completely overhauled lighting and shaders, drastically improved textures and level of detail… simply one of the best-looking games on Switch. Absolutely the best way to experience this masterpiece, however I have to say that some parts definitely show its age and made me wish they had touched them up as well (save system, extensive amount of backtracking, lack of player guidance). Very thankful this remaster/remake exists.

6. Sea of Stars
This truly feels like a modern version of SNES/Playstation-era RPGs that I DEVOURED when I was a kid. A world brimming with charm and variety, absolutely gorgeous pixel art, stunning lighting, smooth traversal, an engaging combat system, a fantastic soundtrack, interesting story & characters... this game has it all and is fully deserving of a spot next to classics like Secret of Mana and Chrono Trigger. My favorite indie game of the year.

5. Hi-Fi Rush
A game that was announced and released on the same day, how good could this be? Turns out: Very, very good. Fantastic art direction and sound design, almost everything in this world is moving and bopping to the beat, while the combat system is very reminiscent of Devil May Cry and Bayonetta and not necessarily requires perfectly timed input to the rhythm. Also the writing is surprisingly entertaining. One of 2023's biggest, most exciting surprises, and definitely the most stylish one.

4. Dead Space Remake
Another alltime fav of mine receiving a stunning remake this year (although DS2 will always have an edge over this one for me), 15 years after the release of the original. The intense atmosphere, audio design and lighting is just as impressive as it was back then, but the ability to freely move in zero gravity and backtrack across the USG Ishimura, the added voice acting, and some new areas and sidequests make this sci-fi horror trip and strategically dismembering its necromorphs even more compelling. Hopefully they remake DS2 as well or cook up an entirely new one.

3. Pikmin 4
It takes the best parts of all its predecessors, modernizes them, adds a whole bunch of new features, character progression and challenges, provides more player freedom and exploration, and then manages to not only be the best, but also most approachable game in the series. Add to that the huge amount of content (including a surprisingly meaty endgame), a fantastic presentation and sense of adventure, and you end up with one of the best games of the year and on the Switch overall. Simply pure joy to play this.

2. Resident Evil 4 Remake
RE4 has been one of my fav games since it came out. Just last year I played through the excellent VR version, now this year the remake, and both times it managed to feel fresh and entertaining in its own way. It still boggles my mind how many different locations and setpieces they managed to squeeze into this game almost 20 years ago, and the remake even contains a couple of additional ones. Including improved crafting, enemy variety, movement and some puzzle changes this truly is the definitive version of this timeless survival horror/action masterpiece.

1. The Legend of Zelda: Tears of the Kingdom
Just a couple of hours in it was already clear to me that this would be my game of the year, as it felt both like a homecoming and a completely fresh experience. Building on the foundation of 2017's stellar Breath of the Wild, it offers an even more compelling world to explore, thanks to more secrets, freedom and enemy variety, better story, questlines and dungeons, and a sheer endless amount of possibilities and creativity. I'm still playing this months after I rolled credits and will probably return to it for months to come. Not only my game of the year, but already one of my absolute favorite games of all time.

  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [PS5] [Horror] [Capcom] Resident Evil 4
  3. [NS] [Strategy] [Nintendo] Pikmin 4
  4. [PS5] [Horror] [Electronic Arts] Dead Space
  5. [XSX] [Action] [Bethesda Softworks] Hi-Fi Rush
  6. [PS5] [RPG] [Sabotage Studio] Sea of Stars
  7. [NS] [Action-Adventure] [Nintendo] Metroid Prime Remastered
  8. [PS5] [Action-Adventure] [Electronic Arts] Star Wars Jedi: Survivor
  9. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  10. [NS] [Platformer] [Nintendo] Super Mario Wonder
  11. [PS5] [Platformer] [Don't Nod] Jusant
  12. [PS5] [Puzzle] [Annapurna Interactive] Cocoon
  13. [PS5] [Puzzle] [Devolver Digital] The Talos Principle 2
  14. [PS5] [RPG] [Team17] Dredge
  15. [PS5] [Action RPG] [Deep Silver] Dead Island 2
 

Ailanthium

Shinra Employee
Member
Oct 27, 2017
1,277
Unfortunately, I wasn't able to finish nearly as many games as I'd like in 2023, and there are definitely a few games I own and need to get around to beating and others I haven't even bought yet. I haven't actually finished a couple of these games, but I feel pretty confident about where I'd put Super Mario Wonder and Armored Core VI.

I'm especially torn on where I'd put Baldur's Gate 3, though—if it weren't for the fact that it came out in such an unpolished state (Act 3 continues to have severe performance issues on my machine), and if multiplayer wasn't such a sub-optimal way to experience the game, I think it could've taken the top spot. I do plan on going back to it in single-player after a few more patches or a potential re-release, which is a testament to just how good the game is at its core, but I personally prefer the more polished, consistent Spider-Man 2, which is in almost every way the Spider-Man game I've been dreaming of since I was a kid. An absolute perfect execution of the Venom arc.

  1. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  2. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  3. [Win] [RPG] [Larian Studios] Baldur's Gate 3
  4. [PS5] [Action-Adventure] [Bandai Namco Entertainment] Armored Core VI: Fires of Rubicon
  5. [PS5] [Action-Adventure] [Sega] Like a Dragon Gaiden: The Man Who Erased His Name
  6. [Win] [Horror] [Zeekerss] Lethal Company
  7. [NS] [Platformer] [Nintendo] Super Mario Wonder
  8. [NS] [Action-Adventure] [Nintendo] Metroid Prime Remastered
  9. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  10. [NS] [RPG] [Nintendo] Super Mario RPG
 

SkywardBeam

Member
Oct 25, 2017
409
Honorable mention goes to Metroid Prime Remastered, Ghost Trick and Baten Kaitos 1 & 2 HD Remaster, which I had a tremendously good time with. Though them being completely identical with the originals contentwise and having played them when they were originally released, I will not include them in my GotY vote. Super Mario RPG gets a pass because that was never released here in Europe back in the SNES days.

  1. [XSX] [Horror] [Capcom] Resident Evil 4
  2. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  3. [NS] [Strategy] [Nintendo] Pikmin 4
  4. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  5. [NS] [RPG] [Nintendo] Super Mario RPG
  6. [XSX] [Horror] [Electronic Arts] Dead Space
  7. [XSX] [Action RPG] [Neowiz] Lies of P
  8. [PS5] [Fighting] [Capcom] Street Fighter 6
  9. [XSX] [Horror] [Epic Games Publishing] Alan Wake II
  10. [NS] [Adventure] [Square Enix] Paranormasight: The Seven Mysteries of Honjo
 

Thalanil

Fallen Guardian
Member
Aug 24, 2023
903
Baldur's Gate 3 has been an unforgettable experience and has entered my gaming Pantheon as my favourite game of all time, bless Selune!

GAMEPLAY

The Gameplay mixes tactical turn based DnD 5ed rules with an Immersive Sim Design philosophy in a way that makes the world feel reactive, both inside and outside combat.

Elemental interactions like set fire to oil on the ground, electrify a Body of Water, create a steam cloud making everyone inside vulnerablr to cold damage by putting out a fure with water etc.etc.

Enviromental interactions too. A powerfull enemy is giving you grief? No problem get your bulky barbarian to charge and shove him off a cliff or collapse a stalagmite on his head by using an arrow!

Creative probleme solving is encouraged inside and outside combat (need to get inside a castle then maybe persuade or deceive your way in, or pickpocket a key, or castly a fly spell or an echanched jum spell to climb the side of it, or turn into an animal or cloud and get trough a small opening or ight you way trough or the gool old stack boxes to get over the walls) , freedom of when and how to approach quests and a reactive world on both a narrative and systemic level.

The immersion is unmatched because of a combination of all of the above plus the crazy production values for a CRPG with cinematic cutscenes and dialogue that have been generally missing in the genre ever since the first Dragon Age, the world truly feels real as all the factors listed come togheter.

NARRATIVE

The Narrative starts simple, you are infected by a tadpole and at risk of trasformation into a Mind Flayer. From that intially basic but effective premise for an adventure, survival, your quest will then evolve into a battle against evil cults, trying to make your way trough 3 lenghty acts of intrigue and conflicts between the Gods of Faerûn, devils and demons while unraveling the mystery of what is happening to you and your companions.

The Companions are the heart and soul of the experience, there are 10 of them, 5 of which wich are origins companions(neaning if you do not want to create your own character you can play as them and experience the story trough their many feats and tribulations).

There is also a special extra origin character, the Dark Urge, he is customizable like a custom Tav(costum created character default name) in appearence and class but has heavy narrative content tied to himself that will heavily interact with the main quest, recommended not as a beginner but as a repeat playtrough to experience the story in a new prospective.

As for who are the companions you will encounter in your journey, there is plenty of interesting personalities.

Clerics with a soul in contention between two rival gods, mages seeking redemption, salvation and maybe to sate their ambition if encouraged and given the opportunity, faithfull githyanki warriors about to face difficult questioms regarding their people and their place in the world, heroes that had to make hard bargains in order to save thise they loved only to be rejected as a result and big friendly Tieflings Barbarians having to come to grip with their mortality.

Each one of them will have a big personal quest that will masterfully interconnect with the main narrative offering a one two punch of providing emotional characters moments and development which you will help shape trough your decisions while also deepening your understanding of the world and the people, cultures, religions and misteries that inhabit it.

All companions are potentially either recruitable or missable depending on your actions and have their own agendas and goals, which you may help nudge in one direction or the other. What may be a single Act 1 Boss Fight to you may be a loyal companiion and maybe even romance trpugh the entire course of the game for someone else!

The bonds that you will be forming, be they be as friends or lovers, will remain with you long after you finish the game. After hundreds of hours in their company how I already miss my favourites Shadowhearth, Lae'zel, Gale, Jaheira Wyll and Karlach!

The game is nearly always trying to respect and take into account your choices in the narrative, the reactivity extending from decisions made in the story or in your companions quests be in dialogue or gameplay help you shape a journey that you can feel as truly your own.


Artstyle and Graphics

From peacefull woods to dark cursed forests, from friendly villages and Inns to the mysterious and dangerous depths of the underdark, from ancient forgotten temples to sprawling cities lamdscape the game will not leave you wanting in terms of varietes of locales. The artstyle is good and the graphics and productiob values are excellent, the locations feel real and lived in!

I will drop some images to make my point:

bg3-city.jpg


Underdark.jpg


Baldurs-Gate-3-Mountain-Pass-Map-Rosymorn-Monastery-and-Creche-Yllek.jpg


dga4d81-c4e2e1ce-b18b-4154-b37e-1f2ea748b2db.png


Music

As usual Borislav Slavov does an incredible job with the score for this game. From emotional scores for character heavy moments to exciting combat music that varies and shift as the tides of battle change, with heroic tones as you fell an enemy:


View: https://www.youtube.com/watch?v=05gND_E22dA

or dark and tense turns in music when one of your faithful companions is downed:


View: https://m.youtube.com/watch?v=d-iDVaypusI&pp=ygUNQmczIGFsbHkgZG93bg%3D%3D

Borislav music is able to get your adrenaline pumping during battle and your tears rolling during big characters moments when he decides to pull at your heartstrings


View: https://www.youtube.com/watch?v=aWmvVEm5SC8&pp=ygURQmczIGNyZWRpdHMgbXVzaWM%3D

Overall a generation defining game and the new gold standard for RPGs! It will be remembered for decades to come!

My second place for GOTY was Jedi Survivor.

An excellent sequel to the already good Fallen Order

The game strenghetens Cal and his crew(Merrin, Greez, Cere etc.etc) characterization while also adding new fun characters( who can forget Turgle? ),the story is darker and more personal focused on betreyal, love and what will one may be willing or need to do in order to survive and find his place in a dark era for the galaxy.

Overall it's one one of the best Star Wars Stories of the last 10 years.

The game starts you with all the power from the previous game unlocked making sure you feel nimble and capable from the get go unlike last game. The new powers that you will unlock like Dash are cool and when chained togheter make for fun platforming challenges.

The new Lightsaber stances are fun(especially the heavy, difficult to use but duoer damaging crossguard or the nimble and stylish saber and blaster stance) and add needed variety to the combat loop.

Level design is one of the strenghts of this excellent 3d metroidvania with a mix between open and wide linear approach with open hubs and areas leading to more focused paths unlocked by progressing the story and finding new powers and abilities with plenty of secrets to find in between.

A great game for both Star Wars fans and regular enjoyers of Action Adventure games alike.

  1. [Win] [RPG] [Larian Studios] Baldur's Gate 3
  2. [Win] [Action-Adventure] [Electronic Arts] Star Wars Jedi: Survivor
 
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pezzie

Member
Oct 27, 2017
3,457
  1. [Win] [Action] [KayAnimate] HoloCure - Save The Fans!
  2. [Win] [RPG] [CD Project Red] Cyberpunk 2077: Phantom Liberty
  3. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  4. [NS] [Rhythm] [Square Enix] Theatrhythm Final Bar Line
  5. [PS5] [Action Adventure] [Insomniac] Spider-man 2
 

Kgamer

Member
Oct 27, 2017
202
Baldur's Gate III is an incredibly rewarding RPG that's well worth anyone's time. The highlight for me is the cast of characters. I loved each of the main party and wished I could have brought more of them with me on my adventures. It's easily 2023's Game of the Year and will doubtless be included on 'Greatest RPG of All Time' lists from here on out.

  1. [PS5] [RPG] [Larian Studios] Baldur's Gate 3
  2. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  3. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  4. [PS5] [Horror] [Capcom] Resident Evil 4
  5. [PS5] [Horror] [Electronic Arts] Dead Space
  6. [PS5] [Action Adventure] [Insomniac] Spider-man 2
  7. [PS5] [RPG] [Square Enix] Octopath Traveler II
  8. [PS5] [Horror] [Epic Games Publishing] Alan Wake II
  9. [PS5] [Action RPG] [Blizzard Entertainment] Diablo IV
  10. [PS5] [Action-Adventure] [Sony Interactive Entertainment] God of War Ragnarök: Valhalla
 

WadiumArcadium

The Fallen
Oct 25, 2017
5,239
UK
As always, there were a few I didn't have time for. Baldur's Gate 3 and Alan Wake 2 are my main omissions, but hopefully I'll make time for them in 2024. What a crazy year.​

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1. The Legend of Zelda: Tears of the Kingdom: Despite my appreciation for Breath of the Wild, I had some nagging concerns as Tears of the Kingdom's release drew near. Would I feel the same sense of discovery when scaling the now familiar peaks and troughs of Hyrule? I needn't have worried, of course. Hyrule feels sufficiently different to its BOTW form – with cavernous depths and majestic sky islands to get lost in - but ultimately, it's how you navigate its world and the freedom in doing so that makes it such a fantastic game. Substantially improved dungeons and bosses, a more involved story and the eclectic suite of powers on offer make it hard to imagine returning to BOTW's Hyrule instead. I didn't expect to be saying that.

2. Super Mario Bros. Wonder: I've always been more of a 3D Mario fan - my introduction to the series was the finicky (but still enjoyable) 64 DS - though my 2D expeditions were mostly limited to the by the numbers New Super Mario Bros series. Wonder is a significant step into the wacky and it more than lives up to the name. Still providing fresh ideas after six worlds of Goomba/Anglefish/Outmaway stomping, I didn't want it to end. The addictive special world challenges are the icing on the cake. What a treat.

3. Cocoon: My expectations for Cocoon were already high with Jeppe Carlsen's excellent track record including LIMBO and Inside, but this concise, clever game exceeded them. Cocoon straddles the fine line of feeling rewarding without being frustrating. Its exquisitely realised alien worlds are among the most memorable locations I've visited in a game this year. It's also clear that Geometric Interactive appreciates the satisfaction of opening a chunky video game door.

4. Resident Evil 4: I was a latecomer to the original RE4. After acclimatising to its somewhat dated controls, it got its hooks in me and has remained my favourite of the series. Its focus on action over horror, and me being a bit of a wimp may have had something to do with it. This remake had a steeper hill to climb than its predecessors then, but I'd consider it a definite success. Its encounters are as breathless and intense as the original's, if not moreso. Despite a slightly darker tone, it retains the goofy side that made the original so endearing. This iteration of Ashley would also warrant an additional point to its review score compared to the original.

5. Marvel's Spider-Man 2: Insomniac's take on Spider-Man was a dream come true for me. Spider-Man 2 on PS2 remains one of my fondest childhood gaming memories and 2018's game retained much of what made it special, but took it to another level, with a great story and addictive Arkham-esque combat. In summary, Spider-Man 2 is another excellent Spider-Man game, but it was inevitable it wouldn't have quite the same impact as its predecessor. Insomniac have worked hard to enhance its already addictive traversal with the new web wings and trick combos. Combat feels more impactful with Peter's punchy symbiote powers and Miles' boosted Venom abilities. I'm not sure Venom was as strong a villain as Doc Ock, but the resolution of Miles' long-running encounter with Mr Negative was a highlight. It's the live-action comic-book blockbuster you shouldn't miss this year.

6. Star Wars Jedi: Survivor: In truth, Survivor should be further up this list and it would be, if it weren't for the technical issues that plagued the game's launch. After 2019's Fallen Order suffered from similar issues, it's a real shame that Respawn and EA allowed it to launch in such a state. That said, the game is a significant improvement over its predecessor in almost every aspect. Only the story - which is hamstrung by some forgettable villains and one too many MacGuffins - can really be considered inferior. Seeing familiar locations such as Jedha and Coruscant brought to life in a video game with such relish was a real treat. It also features my favourite piece of music from a 2023 game. See Fields of Dusk.

7. Dead Space: I wouldn't consider myself a horror fan - which might be surprising considering some of the entries on this list - but Dead Space was an exception to that rule back when it launched in 2008. Much of that was down to its fantastic sci-fi setting. The claustrophobic corridors of the USG Ishimura were the star of the show and it's only levelled up in this faithful, considered remake. Isaac Clarke's haphazard arsenal is still as satisfying to use as it was back then and Motive's subtle, but impactful, improvements to the game's storytelling and design were very effective. Playing this with an EA Play trial felt like cheating.

8. Street Fighter 6: I'm also not much of a fighting game fan. Until now, only the Injustice and Smash Bros. games had won me over, primarily because I was already invested in their rosters and worlds. At a glance, SF6 is the most welcoming the series has ever been, and when you start to dig into its extensive tutorials and beefy - albeit bloated - World Tour mode, it's clear that is the case. Despite the window dressing, it's really the fights themselves that stand out with their butter-smooth animations and vibrant art style. I doubt I'll be playing it in a year's time - primarily because I'm not very good - but the quality and depth of the game is clear to see.

9. PARANORMASIGHT: The Seven Mysteries of Honjo: I gambled on PARANORMASIGHT after liking the art style in some screenshots and reading a positive review in EDGE magazine - I'm very glad I did. Its branching storyline has plenty of twists and turns and I didn't share the common criticism about it drifting from its horror-focused opening into more traditional investigative fare (see my earlier comment about being a wimp). It went under the radar, but it's worth your time if you enjoy visual novels.

10. A Highland Song: Out of all of the games on my list, A Highland Song was the one I struggled with most over my first few hours playing it. Its niggling stamina system and winding environments can make it tough to get your bearings, but after making my first trek to the sea and returning for seconds, its many positives start to come into focus. The various nooks and crannies hidden amongst the eponymous highlands - and the people you can encounter - make each journey feel unique. Identifying a peak by its hastily scribbled map and hearing Moira squawk "Yahoo" were a particular highlight. Its optional music interludes make a nice change of pace and give the player the equivalent of Moira sheltering from the rain under a craggy overhang. It's not the purely cosy game many were expecting, but it's well worth a go.

  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  3. [PS5] [Puzzle] [Annapurna Interactive] Cocoon
  4. [PS5] [Horror] [Capcom] Resident Evil 4
  5. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  6. [PS5] [Action-Adventure] [Electronic Arts] Star Wars Jedi: Survivor
  7. [PS5] [Horror] [Electronic Arts] Dead Space
  8. [PS5] [Fighting] [Capcom] Street Fighter 6
  9. [NS] [Adventure] [Square Enix] Paranormasight: The Seven Mysteries of Honjo
  10. [NS] [Platformer] [inkle] A Highland Song
 
Last edited:

Sasliquid

Member
Oct 25, 2017
4,304
First and foremost I am not voting for Resident Evil 4 Remake or Metroid Prime Remastered, using my votes to honor new games.

Far and away my Game of the Year is Baldurs Gate 3 which is everything you could want in a Computer Role Playing Game. Lots of game with rich storytelling, memorable characters which even got me emotionally invested.

Second place would be The Legend of Zelda: Tears of the Kingdom. TOTK improved on its predecessor in many ways, adding actually dungeons and more inventine ways of interacting with the world. Unfortunately the reused world hampered the adventuring spirit.

Its harder for me to rank my remaining votes. Alan Wake 2 is another game thats built on the original and what Remedy learnt from Control to make a great experience, it might be higher but I haven't quite finished it (and its homages to Twin Peak are now less subtled and more distracting. Octopath Traveller 2 is what the original game should of been (shame about the forgettable characters and stories) while Spider-Man 2 was more of the (good) same. Chants of Sennaar fits the increasing deduction subgenre that Obra Din and Case of the Golden Idol. Super Mario Bros Wonder is also the best 2d Mario game this side of the millenium, thanks in part by taking from the actual best 2d Platformers of the last two decades (Rayman Origins/Legends). Final Fantasy XVI shows the series still doesn't know what it wants to be as it gravitates to a character action game but was at least cohesive and consistent that XV (and straight up better than XIII in basically every way).

Honorable Mentions to Humanity, Armored Core VI and Hi-Fi Rush.

  1. [PS5] [RPG] [Larian Studios] Baldur's Gate 3
  2. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  3. [PS5] [Adventure] [Focus Entertainment] Chants of Sennaar
  4. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  5. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  6. [PS5] [Puzzle] [Annapurna Interactive] Cocoon
  7. [PS5] [Horror] [Epic Games Publishing] Alan Wake II
  8. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  9. [NS] [RPG] [Square Enix] Octopath Traveler II
  10. [PS5] [Action Adventure] [EA Respawn] Jedi Survivor
 

Kurtikeya

One Winged Slayer
Member
Dec 2, 2017
4,489
Wanted to have a write up for everything but there's just no time. I did cook up something for Games for Impact and those games could use the spotlight more anyway.

Some notes:
- Didn't play BG3.
- Thought about not putting He Fucked the Girl Out of Me at all. It is very hard to evaluate a game like it in the terms I usually consider for "GOTY". But even though they never will, I still want games like it to be normalized, at least better received. It fucking sucked to read that it was easier for the dev to feature it in an art exhibition than release it on Steam.
- I'm still not done complicating Alan Wake II so its placement is more of a compromise than anything. Sorry for the fans who really want the points.
- Little Goody Two Shoes is last because I just started it recently. From what I've played of it though, it feels like top 10. Though of course I can't prematurely put it there because I said that about a couple of games this year only to sour on them later on.

  1. [PS5] [Horror] [Epic Games Publishing] Alan Wake II
  2. [NS] [Strategy] [Nintendo] Pikmin 4
  3. [PS5] [RPG] [Square Enix] Octopath Traveler II
  4. [PS5] [Platformer] [Don't Nod] Jusant
  5. [XSX] [Adventure] [Visai Games] Venba
  6. [PS5] [RPG] [Team17] Dredge
  7. [NS] [Platformer] [inkle] A Highland Song
  8. [XSX] [Puzzle] [Annapurna Interactive] Cocoon
  9. [PS5] [Adventure] [Focus Entertainment] Chants of Sennaar
  10. [NS] [RPG] [Nintendo] Xenoblade Chronicles 3: Future Redeemed
  11. [NS] [Adventure] [Square Enix] Paranormasight: The Seven Mysteries of Honjo
  12. [PS5] [RPG] [Humble Games] Stray Gods: The Roleplaying Musical
  13. [NS] [Adventure] [Toge Productions] A Space for the Unbound
  14. [NS] [Adventure] [Devolver Digital] The Cosmic Wheel Sisterhood
  15. [PS5] [Action-Adventure] [Merge Games] Bramble: The Mountain King
  16. [PS5] [Adventure] [Scavengers Studio] Season: A Letter to the Future
  17. [XSX] [Action RPG] [Annapurna Interactive] Thirsty Suitors
  18. [NS] [Puzzle] [Aladdin X] Suika Game
  19. [XSX] [Puzzle] [Thunderful Publishing] Planet of Lana
  20. [NS] [Rhythm] [Square Enix] Theatrhythm Final Bar Line
  21. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  22. [PS5] [Adventure] [Night School Studio] Oxenfree II: Lost Signals

Just want to say I actually read this whole thing and really enjoyed it. Thanks for putting some titles on my radar.

  1. [Win] [Adventure] [Taylor McCue] He Fucked the Girl Out of Me
  2. [NS] [Adventure] [月刊湿地帯] Enjoy the Diner
  3. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  4. [Win] [Fighting] [Capcom] Street Fighter 6
  5. [PS4] [Adventure] [Toge Productions] A Space for the Unbound
  6. [Win] [Simulation] [Turnfollow] Before the Green Moon
  7. [Win] [Adventure] [IMO Team] Hello Girl
  8. [Win] [Horror] [Epic Games Publishing] Alan Wake II
  9. [Win] [Adventure] [A. Hagen] Last Chance in Xollywood
  10. [PS4] [RPG] [Koei Tecmo] Atelier Ryza 3: Alchemist of the End & the Secret Key
  11. [NS] [Adventure] [Devolver Digital] The Cosmic Wheel Sisterhood
  12. [Win] [Adventure] [Chirashi Games] Life After Magic
  13. [PS4] [Adventure] [KO OP] Goodbye Volcano High
  14. [PS4] [Puzzle] [Enhance] Humanity
  15. [PS4] [Horror] [Capcom] Resident Evil 4
  16. [NS] [Adventure] [Die Gute Fabrik] Saltsea Chronicles
  17. [PS4] [RPG] [Team17] Dredge
  18. [Win] [Adventure] [Angela He] Stop Burying Me Alive, Beautiful!
  19. [Win] [Adventure] [Black Tabby Games] Slay the Princess
  20. [Win] [ Horror] [Chilla's Art] Night Security
  21. [PS4] [Adventure] [Scavengers Studio] Season: A Letter to the Future
  22. [NS] [Adventure] [Visai Games] Venba
  23. [Win] [Adventure] [Santa Ragione] Mediterranea Inferno
  24. [Win] [Adventure] [Peanutballfun] The Spiral Egg Challenge
  25. [NS] [Horror] [Square Enix Collective] Little Goody Two Shoes
 

Xevross

Member
Oct 28, 2017
2,049
2023 was definitely the best year I've ever experienced for games. I played more new games than in any year before, with so many being very high quality. Indeed, there were so many to get through that I've waited until the last day to submit as I was still trying to get to all the GOTY candidates I was interested in. I did get to most highly rated games this year, only really missing Alan Wake 2 and RE4 because I'm really not a fan of survival horror.

I think this top 10 is the highest quality I've ever had, the top 5 in particular would all be worthy overall winners, and in fact would have made my #1 in some other years. A couple of honourable mentions first:

Metroid Prime: Remastered - I don't include remasters in my ballot but this one felt extra hard to not count. I had never played Metroid Prime before and I was absolutely blown away, I would probably put it in my all time top 5. Playing it when it came out must have been mind-blowing, it's still a masterpiece today, especially with the modern control scheme and gorgeous graphics of the remaster.

The Crew: Motorfest - I had a lot of fun with this game, even though it didn't make my top 10. It's much more than an imitation for Forza Horizon, introducing many of its own ideas. The online modes are more fun than Horizon for my tastes and I'm enjoying sticking around with it and playing it ongoing more than any game from that series. This is one of the biggest improvements from a previous game I can recall, in particular the driving model went from awful in The Crew 2 to great here.

In previous years I did my write ups at the end of the year when I was writing the post, this year I decided to make them as I go. That means I remember much more of the things I want to talk about, but it also means I basically wrote a full review essay for each game, hence putting them in spoiler tags. No spoilers are contained in my post.

10. Aces & Adventures
This is a brilliant deck building roguelike which combines poker hands with classic card-based games. Not many people know about it so I'll mostly explain how the game works. You have two decks - abilities and playing cards. The playing card deck is set, the classic 52 cards plus two jokers, which can be whatever you want them to be in the moment.

The very basic premise is that you have a hand of 5 poker cards and try to make your best poker hand with them, the number of cards involved in the hand is the damage you deal on your turn. The ability deck is separate and you draw cards from this into a separate hand. You can use these to do basic spells to help you win, such as gaining armour, healing, dealing direct damage. Enemies attack you on their turn, and you can block their attacks using only the same number of cards as they attack with. If you have an equivalent hand you take no damage and you deflect the damage back if you defend with a better hand. They can also do this to you, so attacking with a poor hand like a low pair is risky.

It gets much more complex from there, as more powerful ability cards require you to have cards of a certain suit in your poker hand to use, and it consumes those cards upon use. Many abilities affect your poker hand, e.g. giving any card in your hand "wild suit" so you can select what suit it is for whatever use you need. Abilities get much more complex than this too. You can see how this creates a fantastic strategic system, with there being many possibilities for builds that focus on creating and playing the best possible poker hands, while others being focused on only using the playing cards as currency to cast your powerful ability cards.

There are 5 classes to choose from, each having their own stats, hero ability and cards to use. They all play very differently from each other, making the game have a lot of potential content. As you play with a class in any game mode you earn experience, unlocking permanent upgrades such as more health and being able to hold more ability cards in your hand.

There's quite a few different game modes - a couple where you have your pre-designed decks which you take in, but you choose other upgrades known as "traits" as you go. There's 3 levels of trait, with the same selection at each level every time for each class. So you can play the traits you want to get into your build, but you also have to consider how well it will work before getting these traits. This is how the 13-part campaign works, which has a fun story with good writing and a full voiceover (of high quality). There's also a roguelite mode where you choose different paths like Slay the Spire, where you face encounters or get certain upgrades. On top of that there's a similar roguelike more, except you don't start with your own pre-designed ability deck and you have to create the deck on the fly, very much like slay the spire. The variety in game mode is excellent, the game has an abundance of content.

The interface is nice to interact with and very smooth, and it is a clever game saving you a lot of time with good QoL. For example, if you have a joker, or have made a card be a wild suit, it will automatically update to suggest the best possible hand you can play, or if you need an extra diamond to play an ability card it will turn the wild suit card into a diamond as you hover over the ability to cast it. When defending, the game automatically selects the lowest hand you can get the best outcome with and asks you to confirm. With this quality of production the game is very fun to play, when poor execution could have made the gameplay tedious.

I really enjoyed my time with this game and would fully recommend it to anyone who's interested.

9. Star Wars Jedi Survivor
Fallen Order was my 2019 game of the year (granted in a much weaker year for my tastes), so I had high hopes and expectations for this one. Survivor lived up to my hopes in some ways, but let me down in some other ways.

It retains the fantastic combat and platforming systems that I absolutely loved from the first game, with some nice refinements on top. However, combat in this one can sometimes feel too chaotic when there's lots of enemies, more so than Fallen Order.

There are a lot of good iterative sequel steps forward but nothing that really felt game changing. The major open level to freely explore and the dynamic rumor (side quest) system are the biggest changes and I loved them both. I also really liked the meditation chambers, which provide a fun BOTW shrine style puzzle area, the force tears which are fun tricky platforming challenges, and I thought the collectibles and cosmetic customisation options were vastly more interesting. The saloon is an amazing hub and probably my favourite aspect of Survivor, I loved inviting people to join it and seeing it grow. It has a great atmosphere and a fun minigame.

I loved the Metroid style level design of the first game with the intertwining linear routes with shortcuts between them to unlock, and going back multiple times with newer powers. Survivor has mostly ditched that, relegating the "Metroid" bits where you need to come back later with a new power to collectibles and loot rather than being a core part of the way you traverse through the whole game world. I was a bit disappointed with this change, although this more open kind of level design allows for better freedom of exploration and much easier and smoother traversal through the world, plus the addition of fast travel (which is a very good QOL improvement). It's still a really good implementation of the soulslike bonfire and shortcuts level design and exploring Koboh to find all its secrets was great fun.

The constant unlocks and progression felt amazing in the first game, again it had a very Metroid feel to it. Here it is still good, but upgrades aren't quite as impactful and aren't spaced out through the game as well. Choosing to start Cal with most of his tricks from the previous game rather than doing the Metroid style reset makes sense and aided the sequel in many ways, but it has led to this worse feeling progression.

Cal and his friends are all great characters and I enjoyed all the relationships, with there being lots of great character development on display. However, the main plot was only okay for my tastes, it was pretty poorly paced and only really engaging for the last quarter of the game. Gameplay-wise, main missions were good with one big mind-blowing set piece that will stick in the memory. Overall the story doesn't quite live up to the first game but it's still good and written very well.

The game is gorgeous but when I played it at launch it was janky and didn't run too well. It also felt like it was lacking a once over in terms of some encounter balancing and overall polish. Despite personally finding it a bit disappointing as a follow-up to Fallen Order in a few ways, I still loved Jedi Survivor and think it is an overall excellent video game.

8. Lies of P
This is a game that has heavy From Software, particularly Bloodborne, inspiration, but it does a great job of taking those ideas and mixing in some of its own, rather than just copying. It has fantastic core game design - I think P controls really well and in general the game feels on From's level in terms of how fun it is to move around the world and engage in combat. Bosses aren't quite as good as From's works but they're not too far off, which is quite high praise. Level design is also similar to Bloodborne but not quite as intricate and interesting to explore.

I really liked the story and the characters, it is definitely more interesting and captivating than most games in the genre for me. I like that there's lots of friendly characters in the hub to chat to, and real people you're helping to save. Gaining humanity through lying and some other means was a really fun thread throughout the game that pays off well. There being a more substantial main plotline really helps with my engagement, which is a plus point for this over most of From's work.

Upgrade and progression systems are interesting. There's the classic collecting of souls (ergo) to level up and buy stuff but there's also the quartz system and the weapon customization. Quartz always felt very exciting to find, not only are the upgrades important but the choices feel important too, you can choose what main node to slot into and what small upgrades you want to slot in, both are impactful and allow you to make quite unique builds. The weapon customisation system is fantastic, with the ability to split weapon blades from their handles and pair different things together, to create a perfect weapon for your playstyle. You can alter handles to edit which stats they scale with too. With lots of customization to really play how you want to play, there's no "damn I like these stats but don't enjoy how the weapon feels to use" or other similar issues in this game, you get to play how you really want to. It's an excellent system.

Soundtrack is really nice, in particular the record songs are great to listen to. I love the vibe of the hotel as well.

The game is excellently polished, running perfectly and looking really nice graphically, no bugs or glitches to be found. It also has lots of great QoL & friendly features like freely teleporting back to your last stargazer from anywhere and leaving your death Ergo outside of boss rooms.

The only real big issue is a lack of balancing and finesse with some of the bosses and enemy designs, with there being some unfair difficulty spikes and some enemies that are more annoying than fun to try and beat.

Overall, a fantastic surprise and one of my highlights of an immensely packed 2023.

7. Street Fighter VI
I'm not a fighting game fan, Smash Bros is basically all I've played before. But with the new modern control scheme this felt like a fighting game I stood a chance of enjoying, when it reviewed so well and was said to have a fantastic single player mode I was persuaded to give it a go.

SF6 is a gorgeous game, with fantastic detail in the backgrounds and characters, wonderful animations and a flashy art style, with the drive impacts being a standout. There's a fantastic amount of content with the three main modes each having a lot within.

Fighting ground is a great mode with a lot of different content. Some fantastic tutorials/ guides to help learn everything from basic game mechanics to mastering characters moves and combos. Different ways to enjoy some arcade gameplay vs bots with customisable one-off fights, a "story mode" giving a bit of flavour of the personality of each character through a string of fights. Obviously it also allows for local and online multiplayer fun.

World Tour is a really fun mode. In general it is much more slick and contains higher quality QoL than I would have expected with e.g. full appearance customisation on gear, fast travel points. There's a surprising amount of content with lots of side quests and optional objectives. It's always fun meeting a new master, getting a coupler of gorgeous cutscenes with them and trying out a new fighting style. As a new player, it was the perfect mode to get into the game and I mostly had a lot of fun. The tone is relatively light hearted and quite funny for the most part. The story becomes a bit too self serious in the second half, which is a problem especially when the execution starts lacking, the main plot becomes quite rushed and doesn't resonate in the end unfortunately. Exploring the maps was a decent time, using your super arts to smash boxes and fly over gaps was decent fun. It was certainly nothing groundbreaking, but a relatively cozy gaming environment to be in. RPG mechanics were spot on for me, just the right amount of getting items and upgrading them, a decent economy with money feeling quite valuable but not too scarce. As for the combat gameplay, fighting groups of weaker enemies felt satisfying and then the big one on one fights against tougher opponents felt like a big deal and were quite fun. This also didn't fully hold in the back half, with some enemies becoming a bit too challenging for me and causing me to get annoyed with the game. So with both the story and gameplay dipping a bit in the second half of world tour I'm not as positive as I was previously, but I still thought it was a great time overall. World tour also suffers a bit from some confusing UI and tips with the mix of control schemes.

Battle hub - Fun multiplayer environment that seems great for fans who want to stick around for a long time, but not something I'm particularly interested in spending time in.

6. Final Fantasy XVI
Playing through the story of this game was a highlight of my year. It has a fantastic cast of characters and incredible central set piece moments. In general, the main story for most of the game is phenomenal, with political intrigue and interesting characters, excellent emotional moments. The last act is a bit of a letdown, however. It is obviously another iteration of the overly done "kill god" plot. This one isn't too bad, but there's some eye-rolling bad dialogue as villains make nonsensical rants about consciousness and whatnot, Barnabus in particular was an awful character. There are also the occasional filler main quests which should be side quests.

Side quests are a bit hit and miss, especially in the first half of the game, but there are many excellent ones, particularly later on. They are the absolute highlight of the final act of the game, providing some great character driven stories and emotional moments, capping off many great plot threads and character arcs.

The soundtrack is a true highlight and is one of, if not the, greatest of all time. The incredible music really elevates every boss fight and enhances the emotional impact of every key point in the story.

I found the combat system to be incredible, easily one of my favourites for a third person action game. Beating up packs of small mobs is satisfying with lots of big AoEs and powerful abilities on cooldown, while 1v1 fights with strong humanoids are more tactical but still just as fun. And then the big set piece battles are beyond incredible. Not only are they a crazy visual spectacle but they are often mindblowing to play through and carry emotional weight. FF16 feels like the highest budget game ever made in those moments, and of course the music in these fights is incredible.

RPG systems like ability unlocks and gear upgrades are perfect for my tastes, there's no need to over-complicate them just to please certain fans in a game where they're not the focus, GOWR and HFW recently got this a bit wrong. What was there serviced the game well, adding some satisfying progression and small important choices whilst not distracting from the game's real highlights.

Level design is somewhat basic but the open areas are gorgeous and serve well as side quest hubs.

The game also has some great extra features like training, stage replay, final fantasy mode.

Overall it is a gorgeous and extremely polished game, with no bugs or glitches, but it does feel lacking a bit of slickness here and there with awkward cutscene transitions and animations. FF16 is a fantastic game which would have been one of my all-time favourites if the main story didn't take a dip in quality in the final act.

5. Cocoon
One of the most incredible gaming experiences I've had. You know that amazing feeling you get when you solve a puzzle which really blows your mind? This game is that feeling, constantly, for the whole 4 hour playtime… without any of the frustration of getting stuck beforehand, crazy.

It is an ingenious puzzle game, with so much creativity on show. The puzzles are delightful to solve, with so many making me have a huge grin on my face, or making me exclaim "holy fuck that's insane!". Possibly the best puzzles I can recall in any game. The mechanics could be overwhelming but the developers have done a phenomenal job of limiting your options in natural feeling ways, making sure it's always clear to you what you can currently interact with, clearly defining the parameters of every puzzle. This means you never get confused or stuck or wonder if you missed anything. I never once felt frustrated or took too long to work out what to do but still felt the most amazing satisfying feeling after cracking all these puzzles, I genuinely have no idea how they pulled that off. The boss fights are all really fun, with the game demonstrating the mechanics that you'll be using in the fights just before they start in a really neat way too.

Cocoon is wonderfully paced and flows very well, with each puzzle perfectly leading you onto the next one. You get this constant feeling of ramping up, with the solutions getting crazier and more mind bending the further you go, but they don't increase the actual complexity too much by giving you more and more to think about, meaning the difficulty doesn't really increase. It is just always giving you new kinds of mechanics to play with that mess with the perceived physical constraints of the world more and more. This constant feeling of steady ramp up and there always being something new keeps going until the game just ends and the credits start rolling, which makes the ending feel a little premature as there's no climactic moment, and it's lacking a last section which ties everything you've learned together. It's not a real problem, but I think if they had nailed this aspect by adding a small amount of content at the end it would have been a serious contender at the very top for me.

The game also has wonderful atmosphere and is very immersive, with no UI, text or button prompts, just extremely intuitive world design clueing you into everything. Wonderful soundtrack throughout and interacting with the game always feels incredibly satisfying with great visual and audio feedback. In general it has perfect polish, running and looking fantastic.

Overall an almost perfect puzzle adventure experience that I'll never forget, it's just a shame it is a bit short and ends too soon.

4. Sea of Stars
This game was clearly sold towards fans of classic JRPGs. I am not one of those, but what appealed to me about this game was the artstyle, the shorter length and the more active combat elements that I enjoyed recently in Super Mario RPG. Being on game pass helps a lot too, and seeing all the praise I had to at least check it out. I'm very glad I did.

I do indeed love the artstyle, the soundtrack is also absolutely incredible. It's a shame FF16 also came out this year, in most years this would be the clear #1 soundtrack. It's still one of the best ever made, I'll be listening to some of the music from this game for a while. The animations are exquisite too and the game controls very smoothly and runs well. All this creates an overall delightful presentation.

What I really love about the game is how light and breezy it feels to play. I'm not one to enjoy 100 hour turn-based RPGs where you're in the same dungeon for hours and every combat encounter takes ages. While I'm not going to claim this game is better than that, it certainly suits my tastes a lot more. You don't spend too long in any area, they're all quite short and to the point, meaning you swiftly move through and experience lots of different enemies, puzzle types, environment arts, music. This creates the light and breezy feel I mentioned. It also makes every moment feel important, with zero padding or grinding sections. The combat and puzzles themselves have to gel well with this pace and thankfully they do.

Combat is probably the most enjoyable of any turn-based RPG I've ever played. Fights don't take too long, you don't need to overly plan ahead or retain too much knowledge of the enemy's strengths and weaknesses. The timing elements greatly help this feeling of fun, making combat feel more alive and adding an active skill element. It feels great to keep nailing the timing and make one of the chain attacks hit over and over. There is still a good element of strategy, with (obviously) the usual deciding of which of your abilities to use in a balance of using and regenerating mana, building up and using or saving live mana, but mainly with the lock-breaking system. Enemy moves have a timer for how many turns until they hit and stronger attacks have locks. Specific attack types/ elements you hit the enemy with break those locks, reducing the potency of the incoming attack, and if you break all the locks the attack is cancelled. Some of the locks are demanding, meaning you'll want to have stored combo points and live mana ready if you know what might be coming, which creates a fun balance and element of planning ahead and risk/ reward. It's pretty genius and executed perfectly, adding up to a turn-based combat system that feels strategic but also quick and fun.

Puzzles have a similar philosophy to combat, they aren't difficult and don't take long to solve, but they mix things up and exercise your brain a bit, and feed into the sense of progression with some abilities to solve puzzles only being unlocked later.

The world is fun to explore, with the levels being not that wide or complex. I'm grateful for that, I usually get tired of wandering into dead end after dead end finding mostly useless items in these JRPG style games. This game has a few hidden secrets, and the side paths that hide rewards are always short.

The story and characters lacked complexity for the first 10 hours or so, but similar to the design philosophy of the rest of the game, the characters were delightfully funny and the plot certainly surprised me in a few ways. It was enough to get me engaged in the main characters and the world, making me want to stick around to see more. And I'm glad I did, the story gets better and better as it goes. I loved all the characters by the end and it definitely made me emotional a few times. The lore of the world is very interesting, I'm certainly looking forward to any DLCs/ sequels that explore it more.

I don't think I've ever used the words fun and enjoyable as much as this to describe a turn-based RPG. This is easily my all-time favourite, I wish they were all more like this.

3. Marvel's Spider-Man 2
Every aspect of this game is incredible. Insomniac went all out.

When there's an action focused mission it's not just a bit of action, it's a crazy high budget set-piece spectacle. Every single time. When it's time for some slower story focused moments they're always well written, very touching and meaningful.

On the topic of the story, I think it was really tricky to do all these characters and plotlines justice as they intersect whilst also maintaining good story pacing, but they absolutely nailed it. Kraven was a fantastic character and he and his hunter gang truly felt like a big threat. Venom/ Symbiote was done excellently, the perfectly paced build up as you know what was coming with some truly intense scenes, and then finally the big reveal, it couldn't have been executed better. The personal and very emotional stakes weaved in made it all the more engaging. Throughout the game there were many legendary moments that I will never forget. It's amazing they managed to make this complex story full of epic moments that will really please the fans while making it all work seamlessly and not feel contrived at all - the plot flowed well and everything that happened made sense for the characters involved. Bravo.

Combat is once again fantastic, with some good steps forward from the past games. It feels like they've perfected the formula now. All the moves are fun to use and quite powerful, and it's a good selection of gadgets. The addition of the parry added some good extra complexity. Switching to just four gadgets you can instantly use without needing to bring up a selection wheel was a good move which helped with focusing on the action and keeping combat flowing. The four gadgets and four powers on top of your usual combos and skills all able to use instantly makes for an extremely fun combat system. It's easily the best execution of this style of combat I've played.

Traversal already felt perfect in the first game but they somehow found a way to make it more expansive, fast and fun here. The wing suit is awesome and helps with travelling across the bigger map. All the different moves you have like the slingshot let you go around the city at speed in whatever style you like. And of course the fast travel is scarily impressive if you want to use it.

Side content is a solid improvement over the first, with more unique objectives and framing, more organic exploration with seeing them clearly in the world, and each tied into an interesting overarching plot with some great payoffs. Some of the side questlines really felt like main quests in terms of spectacle and story importance.

The MJ missions in the first game were much criticised, but it shows the confidence of Insomniac that they not just kept them in here, they increased their importance and vastly improved them. They were good story focused stealth gameplay segments this time around and the game was better for them. Big shoutout to the Hailey side quest as well.

I would only dock the game some points due to technical issues and minor annoyances like phone calls/ podcasts getting too easily interrupted. I also do wish there was more optional content, I don't want the game to be bloated but I didn't expect it to have noticeably less to do than the first game. It's not really a complaint, but the game left me wanting more to do after reaching 100%, rather than feeling fully satisfied.

It's hard to imagine how anyone could make a better game with this third-person action combat superhero formula, and it's crazy Insomniac managed to pull this story off.

2. Hi-Fi Rush
In January I already knew 2023 was going to be a crazy year. I was thinking ahead to all the games I thought could be my potential GOTY contenders - Jedi Survivor, TOTK, FF16, Diablo 4, Spider-Man 2 just to name a few. And then out of nowhere comes a new frontrunner that completely blew me away, announced and released on the same day! The charm and style in the announcement trailer won me over immediately, I knew I had to at least give it a try on game pass. A few hours later I bought the deluxe edition upgrade, even though I didn't really care about the extras in it, because I wanted to give Tango Gameworks some of my money directly for creating this masterpiece.

The music is fantastic; all the original music is brilliantly made and there's some great real-world song choices, with some musical highlights being the boss fights and the penultimate level. Every song is catchy and one you can't help but tap your foot to. The way they've integrated the music with every other aspect of the game is phenomenal, the whole world bouncing along to the beat is glorious, and the way combat works with it is even more glorious.

The combat system in this game is built around a fantastic and novel idea executed to perfection. It is easily my favourite in a character action style game, as the beat based combat makes remembering and executing combos so much easier, more satisfying and more fun than any other game like it. Attacking, jumping, dodging to the beat gives in Hifi-Rush me the best feeling a video game possibly can. And that triple dodge is … *chef's kiss*. All enemy attacks landing on the beat also helps with timing of parry/ dodge and makes it all feel even more satisfying. This focus on the beat helps prevent that annoying feeling I get in all combo based action games, when an enemy attacks me mid-combo and I have to stop to dodge and lose my flow. Enemy design in general is great, with some fun variety of basic enemies and then more complex enemies which you learn to counter in a specific way - e.g. to perform a parry sequence or use a specific companion ability. The combos themselves are varied and fun to pull off and companion abilities are good and mix into the flow of battle well. Boss fights are a strong highlight, all of them are really well designed and executed and feel like big climactic moments. Some even put a fun twist on things which tie into the narrative very nicely.

The progression through the game of unlocking all the abilities and systems as you go is perfectly paced, giving you new mechanics to play with exactly when you would want them. I like the upgrade and customisation systems - finding permanent upgrades to health and special meter provides a meaningful sense of overall progression and the chip system gives a decent amount of control over your own build.

What really makes the game incredible is the amount of charm and style it oozes throughout. The story is great, driven by an extremely loveable main cast of characters. Chai is a fantastic, highly charismatic and hilarious main character. Every interaction he has is funny and delightful. I lost count of the times the game made me genuinely laugh out loud, including a couple of times during normal gameplay, causing me to have to pause the game to avoid dying. Every joke lands and the writing never feels cringey. The dialogue in general is written to a very high quality, even in the more serious moments. I absolutely love all the characters in this game, they will stick with me for a long time. The animations are of phenomenal quality, whether that's character, environment, enemies or anything else. The art style is gorgeous and the graphics are top-draw, making a game that is overall beautiful to look at and behold. This game is just a delightful marvel for all the senses.

There are fantastic bonus modes, including some added post-launch, like the rhythm tower, which provide a reason to keep playing the game and perfect your skills with the combat system. Replays are encouraged with the scoring system and post-game secrets to find with the spectra doors.

The platforming sections are fun and service the pacing of the game well, but this is an area they could improve in a sequel with making them more unique and interesting to traverse.

Overall this is a phenomenal video game, one of my all time favourites. It is incredibly stylish, delightfully funnily and extremely satisfying. An all round blast to play. Tango created a masterpiece that everybody should experience.

1. The Legend of Zelda: Tears of the Kingdom
I was worried about this game for a stretch before launch. BOTW was my favourite game ever and I wasn't sure they could make a sequel that lived up to it, especially given what I loved about BOTW was exploring that world for the first time and being constantly surprised by things I discovered. I was also worried they would move away from the openness and freedom I loved so much for a bigger focus on more classic dungeon design, amongst other things. I needn't have worried, not only is TOTK an all round astonishing achievement of game design, it is exactly what I wanted (and didn't even know I wanted) in a sequel to my favourite game ever.

Hyrule in TOTK is quite easily the best video game world ever created. There's a ridiculous amount of content with all of it being high quality and very engaging. The sky islands are fantastic, providing quite different gameplay to the surface. Caves are a brilliant addition to make exploring the (mostly) same surface again very fun. The depths is a fantastic environment, adding a different pace of gameplay and different challenges; it feels very rewarding to explore down there with zonaite, good weapons and many other unique rewards to find. There's also many more meaningful and engaging side quests and characters to meet.

I found it hard to imagine how they could innovate on BOTW without upsetting the perfect gameplay balance that game achieved. Nintendo have a much greater imagination than me, however, with the new powers being at the core of the innovation they managed to achieve.

Ultrahand is potentially the greatest game mechanic ever created. It combines with the phenomenal base physics of the engine and the new zonai devices to make a delightful construction based sandbox. Their implementation is perfect for people who don't care about building too much, as you can just treat it as a fun puzzle system to build stuff you need to traverse the world or complete challenges. But it's also a perfect implementation for people who want to spend hours building complicated contraptions, it's really fun seeing all the crazy stuff people have made. It is an incredible physics system with way more flexibility and scope to play around and make fun contraptions than I had ever imagined and means TOTK has easily the most freedom and room for creativity of any open-world game in history.

Fuse is also an absolute genius new addition. It makes enemies much more worth killing as you want to use their parts for weapons, it adds to the sense of progression as you get more powerful monster parts and makes tougher mobs much more worth fighting. It also creates much more variety and choice around weapons and eases weapon management - e.g. there's just one arrow type but you fuse whatever you want onto it on the fly and there being no need to keep around one of each type of elemental weapon, just fuse a gemstone when you need it. It eases the concerns of people who didn't like the weapon durability mechanic in BOTW at the same time as improving the system and satisfying people who did like that system. And of course fuse allows for lots of whacky fun like making a very long poking stick, on top of it being the vehicle for the addition of the fun homing arrows, long ranged confusion bombs and much more fun stuff.

The game has a more involved story than BOTW, with more main characters, more important moments in the story and more relevant and interesting "memories" to discover. The master sword sequence is the best ever. There are also the fantastic temples which are a perfect evolution from the BOTW divine beasts - with unique theming, companion abilities and brilliant boss fights. All of them have fantastic build-up sequences with unique gameplay segments that stick in the memory too.

Alongside BOTW I think this is a step above any other video game I've ever played. In the end it was close to a toss up with BOTW for my all time #1. What tipped it just in favour of BOTW were basically a couple of very minor annoyances with TOTK (sage ability implementation, fuse material selection UI) and the fact that TOTK wouldn't be possible without BOTW before it. The fact it was close to a toss-up fills me with so much joy, as I had thought no other game could come close to making me feel how BOTW did. But Nintendo achieved it again and thoroughly deserve all the awards this game is winning.

  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [XSX] [Action] [Bethesda Softworks] Hi-Fi Rush
  3. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  4. [XSX] [RPG] [Sabotage Studio] Sea of Stars
  5. [XSX] [Puzzle] [Annapurna Interactive] Cocoon
  6. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  7. [PS5] [Fighting] [Capcom] Street Fighter 6
  8. [XSX] [Action RPG] [Neowiz] Lies of P
  9. [PS5] [Action-Adventure] [Electronic Arts] Star Wars Jedi: Survivor
  10. [Win] [Strategy] [Yogscast Games] Aces & Adventures
 

TUFCfan

Member
Oct 27, 2017
563
Haven't had enough time to catch up and play, or play enough of, games I've bought which might have made the list despite trying to play some more of them the last few weeks. So many to list.

Alan Wake II was a distinct winner though. Worth the wait in every single way, a complete and utter masterpiece of a game. Dead Space remake would have likely topped the list if it weren't for AW2 as really enjoyed it, a great remake.

  1. [XSX] [Horror] [Epic Games Publishing] Alan Wake II
  2. [Win] [Horror] [Electronic Arts] Dead Space
  3. [Win] [Sports] [Sega] Football Manager 2024
  4. [NS] [Strategy] [Nintendo] Pikmin 4
  5. [Win] [Action-Adventure] [Electronic Arts] Star Wars Jedi: Survivor
  6. [XSX] [Action-Adventure] [Sega] Like a Dragon Gaiden: The Man Who Erased His Name
  7. [Win] [Adventure] [Whitethorn] Lake: Season's Greetings
  8. [Win] [Action RPG] [Bethesda Softworks] Starfield
  9. [XSX] [Platformer] [Don't Nod] Jusant
  10. [XSX] [Action-Adventure] [Merge Games] Bramble: The Mountain King
 

NiteJohn

Member
Oct 25, 2017
255
1. Tears of the Kingdom
My feelings for this game is similar to how I felt with BOTW, which is weird for a few reasons. One of those being me hating the game in the beginning. It felt like Nintendo took the criticism and broke the formula that made BOTW fun to me. However, this made me feel that I would probably end up loving this game more in the end, so I push on. When I got to a similar point in Tears as I did BOTW at the end of 2017 I knew that I liked Tears more. Yes it is similar, but the similarities make the difference more stark and I ended up loving the changes more then I thought. So Tears is the same game as the game I thought was GOAT but better.

2. Super Mario Bros. Wonder
This almost was my Game of the Year. In the end while it was fun and the best 2d Mario to date, I like Tears more. It is a 1b to Tears 1a at the moment.

3. The Hidden Treasure of Area Zero
First off, yes it runs like crap. Despite that, I feel confident in saying that Game Freak is one of Nintendo best developers when it come to characters. The fact that they can effortlessly make dozens of characters that can be compelling is interesting to me at this point. And that has nothing to say about the namesakes of the series. It is now obvious why Pokemon continues to success despite everything.

4. Star Ocean: The Second Story R
This deserves all of the praise that it has gotten over the decades. This remake is also deserved.

5. Rain Code
I know for some this game isn't what they expected, it is less twisty than most mystery games. However, I have always felt that game pull thing out of nowhere just so they can surprise the player. This coming from the fact that most game are made to be solve so clue need to be obvious for some players. This is the first game that didn't care and played like a mystery novel. Clue are there and you can put thing together before it is solved, and everything make sense when it is solved.

6. Sea of Stars
This game has technicality falling since it was my number three when I first played, but this isn't it fault. It is still one of my favorite rpgs from a mechanical and character stand point. Most of the characters added a fun and engaging dynamic to the game.

7. Mega Man Battle Network Legacy Collection
This feels like cheating because it is mostly 3 that I feel this way and I kinda hate the first two for different reasons. However, if it wasn't for the many games this year I would still be playing Battle Network 3 right now.

8. HoloCure - Save The Fans!
This also feels like cheating. I have not played the steam version of this game as much as itch.io version, but it still is a game I like a lot.

9. Xenoblade 3: Future Redeemed
My feeling about this DLC in relation to both the base game and the series as a whole are complicated. I personal feel less thrilled about it being a prequel, but my reason for not wanting that was partially address. The way that it was addressed both disappointed and excited me. in the end I feel like most of the fans of the series, lets go so far that there is no connection anymore.

10. F-Zero 99
Truthfully, this is here out of spite. It is the only other game released this year I played that isn't AC6. I liked much more than AC6 so it is here.

  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  3. [NS] [RPG] Pokemon The Hidden Treasure of Area Zero DLC
  4. [NS] [Action RPG] [Square Enix] Star Ocean: The Second Story R
  5. [NS] [Adventure] [Spike Chunsoft] Master Detective Archives: Rain Code
  6. [NS] [RPG] [Sabotage Studio] Sea of Stars
  7. [NS] [RPG] [Capcom] Mega Man Battle Network Legacy Collection
  8. [Win] [Action] [KayAnimate] HoloCure - Save The Fans!
  9. [NS] [RPG] [Nintendo] Xenoblade Chronicles 3: Future Redeemed
  10. [NS] [Racing] [Nintendo] F-Zero 99
 

nDesh

The Three Eyed Raven
Member
Oct 27, 2017
3,098
This one is going to Zelda.

Most people that vote BG3 #1 have Zelda on their list, most people that have Zelda #1 don't have BG3 in their list at all.
 
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Giger Pilot

Member
Oct 25, 2017
127
  1. [Win] [RPG] [Larian Studios] Baldur's Gate 3
  2. [NS] [Platformer] [Nintendo] Super Mario Wonder
  3. [Win] [Horror] [Capcom] Resident Evil 4
  4. [Win] [Action RPG] [Neowiz] Lies of P
  5. [Win] [Simulation] [Humble Games] Coral Island
  6. [Win] [Action RPG] [Bethesda Softworks] Starfield
  7. [Win] [Action RPG] [Blizzard Entertainment] Diablo IV
  8. [Win] [Horror] [Electronic Arts] Dead Space
  9. [Win] [RPG] [Sabotage Studio] Sea of Stars
  10. [Win] [Adventure] [Mintrocket] Dave the Diver
 

ArjanN

Member
Oct 25, 2017
10,127
Street Fighter 6: adressed the stuff people didn't like about SFV and went way above and beyond.

Amnesia the Bunker: both the best horror game and the best immersive sim this year.

Darkest Dungeon 2: very underrated partly because of the Early Access period being kinda underwhelming, but eventually IMO about as good as the original (although different)

  1. [Win] [Fighting] [Capcom] Street Fighter 6
  2. [Win] [Shooter] [Gearbox Publishing] Remnant 2
  3. [Win] [Horror] [Frictional Games] Amnesia: The Bunker
  4. [Win] [RPG] [Red Hook Studios] Darkest Dungeon II
  5. [Win] [Horror] [Electronic Arts] Dead Space
  6. [Win] [Action-Adventure] [Tango Gameworks] Hi-Fi Rush
  7. [Win] [Horror] [Capcom] Resident Evil 4
  8. [Win] [Action-Adventure] [Team17] Blasphemous 2
  9. [Win] [Action] [Gearbox Publishing] Risk of Rain Returns
  10. [Win] [Action] [Big Sugar] Valfaris: Mecha Therion
 

Dash Kappei

Member
Nov 1, 2017
4,860
  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [NS] [Strategy] [Nintendo] Pikmin 4
  3. [NS] [Action] [Digital Eclipse] The Making of Karateka
  4. [NS] [Action] [M2] DoDonPachi Blissful Death Re:Incarnation
  5. [NS] [Puzzle] [Annapurna Interactive] Cocoon
  6. [NS] [Racing] [Nintendo] F-Zero 99
  7. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  8. [NS] [RPG] [Ysbyrd Games] World of Horror
  9. [NS] [Action] [Hamster] Arcade Archives Aero Fighters
  10. [XSX] [RPG] [CD Project Red] Cyberpunk 2077: Phantom Liberty
 

Hero

One Winged Slayer
Member
Oct 25, 2017
6,841
As far as video games go, 2023 has to be one of the most densely packed years in the medium with a diverse lineup for almost every genre. A lot of games I simply could not fit into the schedule and will be playing through them this year, which seems to be a quieter year, thankfully.

10. F-Zero 99

As someone that appreciates but isn't obsessed with F-Zero coming back, F-Zero 99 was a pleasant surprise and excellent addition to the Nintendo Switch Online aspect. Its speedy, snappy, and very satisfying to do well. Definitely give it a try!

9. Baldur's Gate 3

Larian Studios stood out this year with having an amazing RPG system that isn't afraid of locking players out of content or forcing them to make tough choices in terms of quests and storylines. It is my hope that developers take notice of this and other great aspects of the game to push the RPG standard forward, as I simply cannot stand games like Starfield, where it feel dated and you can pretty much do everything without any profound impact with your choices. This game would rank a lot higher for me if it didn't use 5E, as I am not a fan of dice rolling for combat, for damage, for checks, etc. I also think Act 3 suffered a lot both in terms of narrative and also performance/bugs.

8. Super Mario Bros Wonder

2D Mario is back after more than a decade in the 'NSMB' style and what a triumphant return. The selection of characters, the animations, the new powers, and Wonder seeds make for a wild ride from start to finish. I wish the difficulty ramped up earlier or there were more post-game levels as I enjoy being challenged, but I believe a sequel to this will be even better.

7. Resident Evil 4

The original RE4 is one of my favorite games of all time so I was nervous that Capcom might mess with the perfect formula too much and ruin it. Thankfully, they did not, and the new parts and mechanics help the experience, even if parrying a chainsaw seems ridiculous, it fits perfectly into the world and cements Leon as one of the biggest badasses in the horror genre.

6. Cyberpunk 2077: Phantom Liberty

Perhaps a bit of a cheat, as I played the base and game and Phantom Liberty at the same time as I waited for the original release to get fixed since I rarely revisit games. A wild ride through one of the greatest game worlds that is Night City, I loved my time here. Phantom Liberty in particular is an excellent spy thriller and the beginning portion is exhilerating with rescuing the President. I can't wait for the second Cyberpunk game and I hope CDPR doesn't drop the ball with a rushed release to please shareholders.

5. Fire Emblem Engage

Let's get this out of the way, the story in this game is hot garbage. With that aspect set aside, this is one of the best Fire Emblem games period. The Emblem/Engage mechaniuc is super rewarding and satisfying combined with the characters and class selection that busts open the gameplay possibilities. I had doubts on how they could balance the Emblem powers but playing on Maddening was extremely challenging and some maps took me several hours across a few attempts to find a winning strategy. I have to recognize this since I doubt we'll see the Emblem/Engage mechanic return and its a damn shame for it.

4. Xenoblade Chronicles 3: Future Redeemed

Future Connected is what most Xenoblade fans wanted out of 3 and is made all the better for it since the returning characters didn't detract from the new cast which allowed this DLC to be dedicated to them. Longtime fans are rewarded with some beautiful story scenes, bits, references, etc. A few characters were still notably absent and it not answering some questions were the only negatives I can think of, but Monolith Soft has cemented themselves as one of the best Nintendo studios around.

3. Octopath Traveler II

A sequel that truly improves upon all the mishaps and shortcomings of its predecessor, Octopath Traveler II is a must play for any oldschool SNES RPG fans. The cast of characters are fun, whimisical, and lovable. From Castii, the axe-wielding apothacery, to Partitio, the merchant with a heart-of-gold, they all have time to shine and more importantly, get to interact with each other in select duo story chapters. HD-2D is one of the greatest things Square Enix and Team Asano have done and we need to see more of this. Also, probably the best soundtrack of the year right here.

2. Pikmin 4

Pikmin 4 manages to take aspects from the previous games in the series and adds in the cute, loveable Oatchi. Dandori battles are a new and refreshing challenging element to throw into the gameplay. Absolutely fun from start to finish and with the success of this title, I'm hoping we won't have to wait a decade for Pikmin 5.

1. Legend of Zelda: Tears of the Kingdom

Breath of the Wild was one of the most incredible gaming experiences, truly making me feel like a child again with the huge open world and being able to go almost anywhere and everywhere as soon as you leave the plateau. I was always day one on the sequel, but even I had a little hesitation and worry when the marketing for the game was strangely silent on the new additions until we saw the deep dive. Ultrahand, Rewind, and Ascend are all fantastic abilities that truly change the way players interact with not only enemies but Hyrule itself. The many contraptions, invetions, and gadgets people have created dominated social media discussion for most of the year and we still see people experimenting with it. The addition of the sky and underground gives even more verticality, caves are scattered about and reward adventurers that check every nook and cranny, and the temples themselves often have a stretch leading up to it that makes those portions part of the experience that get closer to classic dungeons. Truly incredible and the ending fight with accompanying music is one of the strongest end sequences to any video game period.
  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [NS] [Strategy] [Nintendo] Pikmin 4
  3. [NS] [RPG] [Square Enix] Octopath Traveler II
  4. [NS] [RPG] [Nintendo] Xenoblade Chronicles 3: Future Connected
  5. [NS] [Strategy] [Nintendo] Fire Emblem Engage
  6. [WIN] [RPG] [CD Projekt Red] Cyberpunk 2077: Phantom Liberty
  7. [WIN] [Horror] [Capcom] Resident Evil 4
  8. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  9. [WIN] [RPG] [Larian Studios] Baldur's Gate 3
  10. [NS] [Racing] [Nintendo] F-Zero 99
 
Last edited:

Volian

Member
Nov 27, 2017
39
  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [PS5] [Horror] [Electronic Arts] Dead Space
  3. [PS5] [Horror] [Capcom] Resident Evil 4
  4. [Win] [Horror] [Epic Games Publishing] Alan Wake II
  5. [NS] [Strategy] [Nintendo] Pikmin 4
  6. [Win] [Action RPG] [Neowiz] Lies of P
 

Unknownlight

One Winged Slayer
Member
Nov 2, 2017
10,604
4. Xenoblade Chronicles 3: Future Connected

Future Connected is what most Xenoblade fans wanted out of 3 and is made all the better for it since the returning characters didn't detract from the new cast which allowed this DLC to be dedicated to them. Longtime fans are rewarded with some beautiful story scenes, bits, references, etc. A few characters were still notably absent and it not answering some questions were the only negatives I can think of, but Monolith Soft has cemented themselves as one of the best Nintendo studios around.
Just letting you know that this vote won't count. You mean "Future Redeemed".
 
Oct 27, 2017
3,428
1. Armored Core VI



Exploring self, other, identity, and politics by smashing together building-sized war machines. Besides that, From made loads of improvements from the previous iterations of Armored Core and their more recent games. One of the best they've ever made.

2. Akka Arrh

Another game with the Llamasoft seal of quality. Fascinating in how levels develop and the pure expression of arcade mechanics and discovery. More experimental than usual with sound, too.



3. Waste Eater



Brilliant science fiction storytelling in a small package. Very good decisions were made in the service of minimalism. There's a clear focus on the politics of labor, with echoes of Le Guin.



4. Paranormasight

A rich visual novel with adventure game elements that makes clever, and wisely limited, uses of metagaming. The setting shines through the art, characters, and plot.

5. Street Fighter 6

Gives me so much more than any previous entry and most fighting games. The new characters a fun and the modern control scheme accelerated how quickly I could learn about and play with them. The adventure mode has been a long time coming and embraces the goofiness of the series. Online matchmaking is surprisingly good and, in terms of the speed that I can get a game and the appropriateness of my (admittedly low) level, the best around.

6. Humanity

In contrast, it's possible to look at a level of Humanity for ages. That's a good thing, as the major downside to the game can be how much it relies on trial-and-error and restarts. However, the variety of levels and challenges ensures that issue doesn't dominate the game. The year's best puzzle game.



7. The Legend of Zelda: Tears of the Kingdom

I lose time playing this one. I've hardly made a dent into it, but I already like the progression of Hyrule from BotW. Aerial maneuvers and puzzles are enjoyable and the focus on building simple machines to solve shrine puzzles is an improvement that lifts the whole game. Plus, it features the return of the best soundtrack in the series, now with even more tracks.

8. Before the Green Moon

Still in progress with this one, but I'm surprised by how it balances events, characters, light role-playing elements, progression, and a daily farming loop. Something happens almost every day and there's a depth to its overlapping cycles of daytime, seasons, interactions, and more. The sci-fi setting and premise are handled with an admirably light touch. It also engages with queer identity and interaction in casual, matter-of-fact ways. Good soundtrack, too.

9. Eigengrau

A combination shoot-'em-up and twin-stick shooter with puzzle elements. It's a real shape-shifter of a game and those changes come rapidly. Bosses wrap together elements learned from prior levels. I only wish it sounded and looked as good as its gameplay and ideas.

10. Resident Evil 4

I have quibbles with this one. It's hardly an essential remake and some of the changes detract from the arcade-like elements of the original. But I still had a lot of fun playing it and some major changes (for example, the boss fight with Krauser and the island in general) shine with the same gloss as Leon's glorious mane.

Mentions: World of Horror
World of Horror's full release is my favorite roguelike from 2023, even if there are some elements of it that are obtuse and the writing can be a bit spotty. It works for a game in which eldritch forces are corrupting the world and creating strange and unusual instances, though.

Tchia
Tchia was a wholly enjoyable open-world that benefits greatly from adapting a real-world setting to delightful effect. It takes a lot of swings and there are plenty of misses, but it hits more often. The sailing and diving would make an enjoyable game all on their own!

F-Zero 99
It's not what I asked for or what I really want, but this has been a longer and more interesting ride than I expected. I enjoy the variety of events and the chaos of competition. It could do a lot more with how it adapts tracks, however, and it doesn't stand out from its source material.

  1. [PS5] [Action-Adventure] [Bandai Namco Entertainment] Armored Core VI: Fires of Rubicon
  2. [NS] [Action] [Atari] Akka Arrh
  3. [PC] [Adventure] [cain] Waste Eater
  4. [NS] [Adventure] [Square Enix] Paranormasight: The Seven Mysteries of Honjo
  5. [PS5] [Fighting] [Capcom] Street Fighter 6
  6. [PS5] [Puzzle] [Enhance] Humanity
  7. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  8. [Win] [Simulation] [Turnfollow] Before the Green Moon
  9. [NS] [Shooter] [Martin Mauersics] Eigengrau
  10. [PS5] [Horror] [Capcom] Resident Evil 4
  11. [Win] [RPG] [Ysbyrd Games] World of Horror
  12. [PS5] [Action-Adventure] [Awaceb] Tchia
  13. [NS] [Racing] [Nintendo] F-Zero 99
 

Lys Skygge

Shinra Employee
Member
Oct 25, 2017
3,747
Arizona
The Legend of Zelda: Tears of The Kingdom

Tears of the Kingdom was a game that I legitimately didn't want to end. The gameplay was addictive, the art direction was beautiful, and I was surprised how much I enjoyed the story. I typically play Zelda games for their great gameplay mechanics, but this was the first Zelda game to make me care about the story and characters. I've never felt so connected to Link and Zelda as I did in ToTK, and I'll be really sad if this is the end of this particular era of Zelda

Baldurs Gate 3

I had a lot of interest in BG3, but when it came out I had a large backlog that I needed to tackle before I got around to it, so I decided to wait for a saler. Over the next few months I'd see the the praise it got, but I still wanted to wait for a sale. Then my wife became obsessed with Astarion (despite not being a gamer) so I was forced to buy it sooner rather than later.
I love it! I've never played Balder's Gate, or an RPG like it, but damn am I enjoying the hell out of it. I've put over 100 hours into it and have yet to beat it. I love the gameplay loop, the story, the characters, and the art direction. My only regret is buying it for PS5 instead of Steam. The graphics are really nice, but performance on PS5 is a bit all over the place. But overall I'm super happy I didn't put it off any longer! Also, after beating it the first time, my wife wants to play splitscreen with me! She says she needs my help, and she wants to romance Astarion because I decided to go for Shadowheart instead.

Alan Wake 2

I built a decent PC this year, and I really wanted to put some stress onto it. I played a few demanding games such as Portal RTX, and A Plague Tale: Requiem, but I needed more. It just so happened that Alan Wake 2 released a couple weeks after I had built my PC. Coming from console gaming, Alan Wake 2 was the game I had wanted "next gen" to be. I was able to play it with full path tracing (with DLSS enabled) on my 4070ti and with better than console performance (around 45-60fps). From the opening to the ending, my jaw was on the floor. Just an incredible achievement in graphics.

I didn't play AW, but I watched a 30 minute recap, and got the gist of the story. If I had known the story of AW2 would be so enjoyable, I would have put the time into playing AW. This is the game that puts Remedy almost on the same level as Naughty Dog for me. Just a great mix of great storytelling, great graphics, and very fun gameplay.



That's my top 3. There were so many great games that I missed this year, but I did manage to play quite a few.

FFXVI made me a FF fan.
The Finals is the first MP game that I truly enjoy since Halo 3.
Remnant 2 has addictive gameplay
Armored Core came out right at a time I was enjoying the mech genre. I still need to beat it though!
Dead Space was a fun trip down memory lane.
Party Animals is one of the funniest games I've played.

I also played Starfield...I built a PC for it, and while I enjoyed parts of it, I was very disappointed :(

  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [PS5] [RPG] [Larian Games] Baldur's Gate 3
  3. [Win] [Horror] [Epic Games Publishing] Alan Wake II
  4. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  5. [Win] [Shooter] [Embark] The Finals
  6. [Win] [Shooter] [Gearbox Publishing] Remnant 2
  7. [PS5] [Action-Adventure] [Bandai Namco Entertainment] Armored Core VI: Fires of Rubicon
  8. [Win] [Horror] [Electronic Arts] Dead Space
  9. [Win] [Party] [Source Technology] Party Animals
 
Mar 19, 2021
4,131
So I will preface this by saying that this has easily been the best gaming year ever for me. I've probably spent about 95% of my gaming time on 2023 games, completed 44 of them and still feel like I've missed out on a few gems.

Below (in spoiler tags to shorten the post the a bit) is my top 30 and I feel like basically everything in the top 25 could have made my top 10 in pretty much any other year, I loved every single one of these games.

Honourable mentions:


Void Stranger, Sea of Stars and The Talos Principle 2 are games I've missed out on or only dabbled in and want to play asap. I'm sure all of these are great.


Metroid Prime Remastered would have made my top 5 but didn't think it should get a spot here on account of being a 1:1 remake.


Final Fantasy XVI - I did enjoy my time with this a lot but also found a lot of it to be a slog, it just missed the list but I've had a great time with it overall.


Blasphemous II - Super solid metroidvania that I enjoyed playing and beating but maybe lacked a bit of that special something for me.


Venba - Emotional storytelling at its best, easy to play through in 2 hours and pretty much a must-play if you enjoy narratives in games.


DREDGE - Superb idea for a game, I loved the visuals and atmosphere but did feel that it lost its lustre towards the final third a little bit.


finity. - Played this on my iPhone and thought this was one of the most addictive puzzle / match 3 games I've played in a while.


Slay The Princess - Enjoyed my time with this a lot but at the same time feel like "breaking the fourth wall" in gaming has been done so much now that there wasn't really anything all too surprising here. Still easy to recommend!


30. Starfield

The first time I've completed a Bethesda RPG. The faction quests ranged from good to brilliant and I've had plenty of memorable moments in my time with this, although there is obviously plenty that prevent this game from reaching the heights it could. Maybe an expansion could remedy some of the issues?


29. Humanity

Insanely stylish and fun throughout, could have easily placed this higher but remember some frustration with some of the later levels.


28. Dead Space Remake

Phenomenal horror game, never played the original and was mindblown by the atmosphere and fun gameplay.


27. Diablo IV

First Diablo I've completed and I loved it. It's so repetitive which normally puts me off games but it's a good, fun type of repetitive. Finished the campaign and that was good enough for me!


26. Suika Game

Majorly addictive and fun little puzzle game with outstanding presentation and music. Could probably play this forever, although a few extra modes or multiplayer could really elevate this.


25. TREN

Probably one of the most underrated games of the year. I downloaded Dreams for this (free with PS+) and it's possibly the most polished game of the year. Part time-trial train racing game and part puzzle game, this is just 100% fun with so many creative ideas and it's gorgeous also. PLAY IT!


24. Cobalt Core

Slay The Spire meets FTL = Maximum goodness! There's so many ways to build the best deck that you can play this for many hours. It doesn't quite reach the heights of STS but to be mentioned in the same sentence is already a great compliment imo.


23. Lies of P

The first non-FROM soulslike that comes even close to that level of quality. Fun bosses and gorgeous presentation if a bit too close to Bloodborne at times. Looking forward to their next game which they teased at the end!


22. Gravity Circuit

Another super underrated game, retro Mega Man inspired with gorgeous 8-bit graphics and super fun gameplay. The level design is excellent and bosses are fun and often quite difficult. A real gem.


21. Street Fighter 6

Not my genre at all but SF6 made me appreciate fighting games in 2023. So much fun online and the matchmaking was great. Loved Blanka the most, her moveset is a ton of fun.

20. Dave the Diver

We need more sushi shop simulators!! Possibly one of the most satisfying gameplay loops of the year with tons of content, although it does wear out its welcome a little bit towards the end.


19. God of War Ragnarök: Valhalla

Just perfection, it makes Ragnarök's combat really shine. The story brings this saga to a close nicely, can't wait to see what's next. I'll also lowkey be mad if the next GoW doesn't come with a roguelike mode lol.


18. F-Zero 99

Another series I was unfamiliar with and another slam dunk of a game. You can be as casual or take this as seriously as you want and you'll always have a good time anyway. I really hope we'll get more F-Zero soon!


17. Pizza Tower

One of the most memorable 2D platformers in a long time, amazing soundtrack and the gamefeel is next to none. Boss fights in particular were a major highlight for me here and it deserves all the praise it can get.


16. Chants of Sennaar

Probably the most unique idea of the year for me and it was pretty much executed to perfection. The way it slowly teaches you these languages are reminiscent of the gradual discoveries in Obra Dinn or Case of The Golden Idol. Stunning visuals top off a brilliant game that needs to be played by as many people as possible.


15. Jusant

Aside from the rock-solid gameplay and gorgeous visuals, this one really worked for me on an emotional level. The writing may not be the best but the way the environments change the further you climb, you really get a sense of the world that was built and subsequently lost here. A good reminder to treasure the spaces we have, Jusant also had the cutest companion of the year.


14. Octopath Traveler II

My favourite JRPG of the year and probably one of my favourites ever, beautiful soundtrack and visuals with some fun stories and (which I think doesn't get enough credit) very rewarding exploration. Throné's story in particular was great.


13. Resident Evil 4

I've never played this one before either and people weren't wrong when they said that this is absolute perfection. It's really fun front-to-back and benefits from excellent pacing. I'm sure one day I'll get the urge to replay this which is rarely the case for me.


12. Marvel's Spider-Man 2

Everything has been said about this one, just an enormously fun romp, the addition of the wingsuit really makes the gameplay stand head and shoulders above its predecessors. Side content was also a lot more fun this time around.


11. Cocoon

One of my favourite indie games of the year, this one didn't need any words to tell a compelling narrative. The way Cocoon teaches you how to play it gradually is second-to-none. I hope we'll get a sequel to this because the core idea is just so genius.

10. Shadow Gambit: The Cursed Crew

The reason why I'm posting this list last-minute, this game came out of nowhere for me and charmed me immensely. I'm just before the final mission and have loved every second of it. Stealth is normally absolutely not my genre but I kay have to rethink that after this one. The gameplay is just pure joy with so many different abilities and the character design really stands out with this one. This one you could probably play for a really long time given the amount of challenges it offers even post-game. Will try to get the DLC asap as well!


9. Cyberpunk 2077: Phantom Liberty

Talk about a turnaround. The base game was fine but so flawed that there really was no rescuing it fully at launch. With this expansion, Cyberpunk now feels like one of the RPG greats and you have to commend CDPR for sticking with it. The gameplay overhauls have really worked in its favour and Phantom Liberty's story is nothing short of brilliant. Rarely has a game felt as tense as PL has in some of its key moments.


8. Armored Core VI: Fires of Rubicon

I wasn't sure heading into this since I've never really vibed with mech games, but From really worked their magic on this. AC6 offers the best gameplay of the year with From's famously hard boss fights that are as memorable as their other games. No other game controlled as well as this one and experimenting with different builds was a pure joy.


7. Against The Storm

Out of nowhere, I found myself enthralled with this in December and couldn't stop playing. A game that's just oozing atmosphere from every pore with tremendous gameplay mechanics that can go very deep if you want them to. Never thought that a roguelike city builder would work as well as it does, but Against The Storm really ticks all of the boxes. Time really flies by playing this game and I'd really recommend it to everyone.

6. Hi-Fi Rush

Moment to moment, this was the most fun I've had with a game in 2023. No one saw this coming but Tango absolutely knocked it out of the park with this one. It really did feel like playing one of the cartoons I've loved growing up and the boss battles had some of the most unique ideas in a long time. Can't wait for a sequel!

5. Super Mario Bros. Wonder

An amazing reinvigoration of the 2D Mario franchise. Wonder is packed with creativity and gameplay ideas that really elevate what we've come to know and surpasses pretty much all of its predecessors. Some of these levels will stay in my mind for a long time and the online multiplayer added a layer of collaborative spirit that I've rarely experienced with strangers.

4. Pikmin 4

What a game!! Pikmin 4 is the perfect evolution of the franchise and really brought me so much joy. The QOL improvements over previous entries make it a very fluid game to play and the mix between overworld and cave exploration is fantastically balanced. Nintendo, please give me a DLC with more Dandori Challenges. I could play 1000 of those if I could!

3. Alan Wake II

The biggest surprise of the year for me, Alan Wake II is uncompromising in its artistic vision and took some risks that make it a standout experience in gaming as a whole. With some of the greatest moments of the year and an outstanding atmosphere, this will end up being one of the all-time greats for sure. From the beginning, I was fully on board with everything the game was throwing at me and I'm looking forward to whatever Remedy has in store next.

2. The Legend of Zelda: Tears of The Kingdom

I was not that big on BOTW but this game blew me away. From the crazy ways the new mechanics have opened up creative ways to play to the increased emphasis on fun sidequests and things to do in the overworld in general, ToTK really felt like the original vision of BOTW turned up to 100. It also gave us Penn, who is just the best bird! I've loved every single moment of the 110 hours I've put into it and this is firmly my favourite Zelda game ever.

1. Baldur's Gate 3

A masterpiece of epic proportions. BG3 has shown that RPGs can have insanely deep role-playing as well as showing that every little thing you do can have consequences later on. The cast of characters is my favourite in any game ever, almost all of them are just so well realised and beautifully acted. The amount of times I was delighted about talking to an NPC or an animal is incredible, strange ox probably being my favourite of them all. More than anything, BG3 really feels like the adventure of a lifetime, with surprises and fun little moments around pretty much every corner and what's crazy is that you could probably play through this 20 times and still have not seen everything that's possible in the game. Everything has been said about BG3 at this stage but it really just is in a class of its own.

  1. [Win] [RPG] [Larian Studios] Baldur's Gate 3
  2. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  3. [PS5] [Horror] [Epic Games Publishing] Alan Wake II
  4. [NS] [Strategy] [Nintendo] Pikmin 4
  5. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  6. [XSX] [Action] [Bethesda Softworks] Hi-Fi Rush
  7. [Win] [Simulation] [Hooded Horse] Against the Storm
  8. [PS5] [Action-Adventure] [Bandai Namco Entertainment] Armored Core VI: Fires of Rubicon
  9. [XSX] [RPG] [CD Project Red] Cyberpunk 2077: Phantom Liberty
  10. [Win] [Strategy] [Mimimi Games] Shadow Gambit: The Cursed Crew
  11. [XSX] [Puzzle] [Annapurna Interactive] Cocoon
  12. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  13. [PS5] [Horror] [Capcom] Resident Evil 4
  14. [PS5] [RPG] [Square Enix] Octopath Traveler II
  15. [XSX] [Platformer] [Don't Nod] Jusant
  16. [NS] [Adventure] [Focus Entertainment] Chants of Sennaar
  17. [Win] [Platformer] [Tour De Pizza] Pizza Tower
  18. [NS] [Racing] [Nintendo] F-Zero 99
  19. [PS5] [Action-Adventure] [Sony Interactive Entertainment] God of War Ragnarök: Valhalla
  20. [Win] [Adventure] [Mintrocket] Dave the Diver
  21. [PS5] [Fighting] [Capcom] Street Fighter 6
  22. [NS] [Action] [PID Games] Gravity Circuit
  23. [XSX] [Action RPG] [Neowiz] Lies of P
  24. [NS] [Strategy] [Brace Yourself Games] Cobalt Core
  25. [PS5] [Racing] [Media Molecule] Tren
 

Andrew J

Member
Oct 26, 2017
4,173
The Adirondacks
16. Romancelvania: I won't lie, this is one jank game. The 3D models don't look great, especially in closeup, there are some physics bugs, and the level design is so linear I hardly minded there's no in-game map. On the other hand the play control is competent, the portrait art is nice, and the comic voice acting is very strong. It's not all bawdy jokes either, although P.S. Elle's terrible puns are a delight.

15. Venba: A very brief little story puzzler. Not ever terribly difficult even without the hint system, the real draws are the art, which renders Tamil cuisine so enticingly to make me want to seek it out, and the story, about the stresses of intergenerational immigrant assimilation. I'm too far removed from the immigrant experience for it to resonate with me personally, but I've heard that my grandfather didn't like speaking Italian in the house where my dad grew up; I might have liked discussing this with him if he were still with us.

14. The Hidden Treasure of Area Zero: Retains the technical problems of the base game, especially around water, but has a better story than the SwSh expansion. Kieran's story of a shy kid lacking confidence who decides to focus in hard on battling to an unhealthy degree as a way to deal with his feelings isn't revolutionary but is decent enough. Carmine sucks, but in a fun way; it's fun when she gets messed with. Some people thought Kitakami was too small but I enjoyed its rustic vibes. The Terarium and its story battles crank up the difficulty beyond what we've come to expect from story content in this series; the League members demand thoughtful strategy and party composition. The BBQ quest system is too grindy (especially for a loner like me) to bother engaging with.

13. Vengeful Guardian: Moonrider: Tough but fair, a retro throwback that takes inspiration from Mega Man, Shinobi, and '80s Japanese cyberpunk anime. Was all I could manage to clear the stages, but there's strong replay value if you care to practice them enough to get high rankings. English localization is pretty rough in places, though.

12. Jedi: Survivor: An improvement on Fallen Order in most respects, with fast travel, bigger zones, fun traversal additions, and tons of side characters and optional content. Combat never super clicked with me in either of these games and I had to take it down to easy to deal with monsters.

11. Super Mario RPG: Very well-made update to this classic, a fast-paced no-frills adventure. Autosave, surfacing elemental resistances, the super move meter, and freely swapping party members wreck what difficulty curve this game ever had, though.

10. 9 Years of Shadows: Backed the Kickstarter on this one. Might be the prettiest game I played this year, with gorgeous pixel art and amazing music. The base concept of the game's health and magic system is fascinating; while you have a very small pool of actual health points, your magic meter also doubles as a shield, so as long as you have even a little bit you can take a hit without true damage. This creates an interesting pull of risk and reward as you need to balance the desire (or occasionally, need) for ranged attacks that draw on the magic meter with the your ability to take hits and find space and time to recharge. Controls are tight and satisfying, and the game's not afraid to throw hard platforming challenges and boss battles at you. Technical performance on Switch is imperfect, however; certain room transitions cause hitches, and one optional late-game boss kills the framerate.

9. Final Fantasy XVI: As a character action game this is fun but a little easy. So you know where I'm coming from, I am not the kind of person that S-ranks every Devil May Cry mission, on Hell or Hell, blindfolded, with a Guitar Hero controller; I play through them once, on standard difficulty. And I am saying that if you put even a modicum of thought into your power loadout you can melt every normal encounter and handle most bosses without too much hassle.

As an RPG, XVI is far too shallow. Weapons and armor lack elemental affinities or any other way of changing how you play, so they're just a straightforward matter of equipping the largest numbers available. Accessories potentially offer more depth, but their effects are so weak before NG+ and DLC items show up that they're not actually worth much thought on a first playthrough. The number of times I found a genuinely interesting item from a chest could be counted on one hand.

As a story-based game I found it uneven but overall felt positive. The slave liberation theme that seems to be the main focus very early gets deprioritized in favor of a magical environmental disaster one, which admittedly fits better with the series's history, with antecedents in VII and even I. There are important sidequest chains that see abolitionist allies get installed in the remaining world governments, but even then it happens mostly by accident instead of the characters specifically working towards that goal. Those characters are the true saving grace: upon first seeing Clive I worried he might be a "smolder with generic rage" protagonist, and he has those moments occasionally, but he's really a very warm, empathetic character; Jill is the best female character who has been kidnapped three times; the hideout crew are all bursting with personality. The villains are mostly flat, but serve their purpose adequately; James Stephanie Sterling was right that some of the early game NPCs are so obnoxiously prejudiced that Clive should have the option of cutting them down where they stand.

8. Spider-Man 2: More Spider-Man, in all respects. The new boroughs were somewhat less large and distinct than I had hoped going in, but the increased intensity of the setpieces was exactly what I wanted. Gadget use and upgrades got streamlined to their benefit. Has just the right amount of open-world cruft where there's enough to get into a zone as you work through them but not so much that doing them all feels daunting. The MJ sections are much better, and the side missions have a bit more variety too. Peter's story of superhero-work-life balance is the more coherent half; Miles's college application woes never connected with his grappling with revenge. A bit less stable than the previous entries, as I ran into a number of bugs (including the infamous Coney Island bench) but nothing a restart couldn't fix.

7. Fire Emblem Engage: The most systemically interesting Fire Emblem game to date, with strong map design, weapon upgrades, and a crazy deep skill inheritance system, on top of the radical effects engaging an Emblem can have. Battle animations have continued their steady improvement from the clunky Path of Radiance days, and some are even comparable to the peerless quality of the sprite-based GBA ones. The story is...well, I've seen it said that the devs were expressing their nostalgia for the 3DS entries, and it shows here with the shallow main plot. A handful of characters have some genuine depth, and at least the rest were given at least two autistic hyperfixations.

6. Hi-Fi Rush: An ingenious concept executed very well, my personal skill ceiling probably limited my capacity to enjoy this game to its fullest. Never got very high scores on my beat timing and I only managed to consistently remember a few of the simpler combos; even so, I got through it on Normal difficulty. People compare this game favorably to linear action games of the PS2/Gamecube era, and I got strong Viewtiful Joe vibes from the light-hearted cartoony aesthetics and lo-fi pickup assets.

5. Bayonetta Origins: Cereza and the Lost Demon: If you were looking only at Platinum's past oeuvre the most direct comparison would be Astral Chain, but the overhead camera viewpoint and stronger focus on puzzles put me in mind of Brothers: A Tale of Two sons. As an evolution of that concept Origins is very exciting; not only is each control stick assigned to a character, each gets their own entire half of the controller, with their respective face and shoulder buttons activating their abilities. Combat is not nearly as frenetic as in mainline entries, but it throws enough at you to keep you on your toes and always be mindful of your abilities and positioning. The story is fairly grounded and simple, a welcome reprieve from the usual convoluted nonsense.

4. Octopath Traveler II: I said in the 2018 voting thread that the original entry, as good as it was, still had obvious room for improvement. (Read through that comment and you may find some foreshadowing for later in the list.) II has made most of those improvements, and if I had to explain them in a single world it would be "rigidity". OT I, was, in retrospect, rigid in its structure, with every character's story progressing in the same way and every chapter but one following the same dungeon->boss pattern, and even rigid in its world map, with its artificial-looking radial nature. II, by contrast, feels very flexible, with wide variance in how each characters' path is structured and how each individual chapter progresses; sometimes there's no dungeon, sometimes there's no boss, sometimes there's not even any combat. The map this time also feels much more organic, with backtracking and islands making it seem less like you're just progressing from near the center to near the edge. It still feels at times as if the main story is ignoring the presence of other party members, but a full-fledged endgame that fully ties everyone together makes a marked improvement over the sudden postgame revelations of I.

ItIdoes all this while maintaining or improving all the original's strengths. The art and music are gorgeous, with a bit of fancier camerawork in cutscenes. Battles are still strategic and engaging, and the addition of a dramatic behind-the-back camera view when doing a fully-bossed attack lends some extra juice. Additional path action options make exploring the world's workings even more satisfying. The playable cast are all winners too; maybe two or three in the original were a little flat, but everyone here is bursting with personality, expect perhaps Hikari, whose groundedness complements the others.

3. Super Mario Bros. Wonder: My first video game was Mario World, and as I've gotten older I've wished new 2D entries would attempt to match its collection of weird new enemies and mechanics. In Wonder that has finally been accomplished witha dizzying array of ideas, many coming and going in a single stage, only seeing iteration in tough special world challenges. "Always leave them wanting more", to be sure.

The signature elephant powerup offers interesing risk/reward dynamics, as the trunk attacks hits harder than fireballs but requires close proximity to hit. Bubbles are mostly an alternate projectile path that can go through walls, although their ability to act as temporary platforms creates wild possibilities for high-level players. Drill is reminiscent of a Mario Galaxy power, but is implemented well and useful for creative puzzles and flagpole solutions.

In lieu of differing character abilities there are badges, which can be equipped for a wide variety of interesting properties. ! blocks is a de facto easy mode in many levels, while otherwise it's hard to go wrong with the midair spin boost.

It's unbelievable how well the passive online multiplayer works. You can find all sorts of hidden secrets from watching other players' ghosts, and the revival mechanics saved me from tough spots on quite a few occasions.

Speaking of tough spots...while the normal progression of necessary stages is designed to be finished by five-year olds as usual, the optional special stages feature some of the toughest platforming challenges I have ever finished in my life. Climb to the Beat gave me an extraordinarily rough time, and the final section of the final secret challenge is downright unfair. There's something for hardcore challenge seekers here, for sure.

2. Resident Evil 4: The original dominated my attention when I was about to graduate high school, and this remake brought me right back to those days. There's new combat mechanics because you need new combat mechanics; with more and faster enemies Leon's aiming movement and knife parries are crucial survival tools. Stealth is a less essential addition, except perhaps for the Garrador fights, but it's nevertheless handy. (AAA action-adventure habits have me longing for some tall grass to crouch in, though.) Normal feels just right, where you can't dispel the tension over your limited supplies of health and ammo no matter how much you tell yourself the reactive difficulty will ensure you never run out, although Separate Ways does squeeze you harder on that front.

As a remake it retains nearly everything endearing about the original, and improves on more besides. Some people claimed it was more serious, but come on; "nighty-night, knights" is goofier than anything Leon said or did in the original. Ashley, Luis, and to an extent Krauser get more and better character development, and even the merchant has added personality thanks to his many new voice lines. The loss of the enemy bosses hacking your radio comms is harsh, but Salazar talking to you over the castle's sound system, and some additional notes on his background, make him basically even out. Saddler suffers the most, losing all the original's charm and becoming a much blander villain.

Nearly everything missing got rolled back in Separate Ways. Ada's voice acting has had some sharp criticism, which is not entirely warranted. Most of ther lines actually hit that, cool, disaffected tone the voice director was clearly going for, but the ones where she just sounds bored really stick out.

1. The Legend of Zelda: Tears of the Kingdom: Many were surprised Tears was able to improve on Breath so much. Not me! It always clearly had room for improvement, despite its status as a generational, genre-defining instant classic.

The new powerset retrospectively make the four you get at the outset of Breath seem absurdly limited. Ultrahand is miraculous; the extra year spent refining the physics was well spent. I'm not a huge love of building and mostly stuck to simple machines using nearby materials, but even that felt very satisfying once I got the hang of putting things together. I didn't mind weapon degredation as many did in Breath, but Fuse largely mitigates that problem. Base weapon power is low with a handful of exceptions, and while there are secondary effects to consider for more advanced tactics for the most part when you want a strong weapon you just stick strong monster horns, which are quite plentiful, on whatever. Ascend seems fairly basic at first but applying it cleverly makes you feel like a genius. Recall is a handy utility on its own, and combining with Ultrahand you can do some complete bullshit.

Sage powers are a little underbaked, its hard to activate them in the midst of hectic combat, but they're good for drawing aggro.

Enemy variety has been moderately improved, with a number of new enemies, although I'm still bitter about the continued snubbing of my beloved tektites.

The overworld map has been largely reused, a controversial decision that I really liked. It was very engaging to revisit this world I had become so familiar with years before, and see how it and its people had changed in the meantime. (This is something I have seen proponents of Final Fantasy X-2 mention.) It was heartwarming to see the tribal leaders grown into their roles, not to mention Hudson's daughter. The surface is much more densely packed with activity even on its own terms now; minigames, sidequests, and every town has more involved story content than before. And then there's caves! Breath had caves, enough to have unique cave music, but considering the size of the map and the history this series has with them there were surprisingly few. Tears is now littered with the things, full of navigational puzzles, enemies, and loot. Traversal is much faster, as well; while all the climbing mechanics are retained (Plus more! There are anti-slip mechanics we all wanted back in Breath) its much less important now that you can launch out of towers, fall from the sky, or build flying machines. Between all this stuff just the surface of Tears has tons more to add compared to Breath.

But of course there's much more than the surface. The sky island, focus of the prerelease marketing, offers a very differen experience with its focus on traversal challenges and puzzles. There are occasionally regular enemies (who aren't too strong) and overworld bosses (confined to specific islands), but nothing's really going to surprise attack you up there.

By contrast....The Depths are shockingly hostile by modern Nintendo standards. Gloom enemies and hazards that reduce your overall health, omnipresent darkness hiding enemies that can loom out at you at any moment, a constant drain on your supply of Brightbloom seeds as you try to navigate. I felt afraid to brave the Depths long after I had acquired enough health and armor to make death unlikely, purely because of its oppressive atmosphere. The three layers all feed into each other well, with Depths Zonaite and crystal charges needed for battery upgrades much desired for sky exploration, which reveal Depths treasures, and surface caves being the primary source of Brightbloom seeds.

The dungeons and leadup sections are also much improved. None of the Divine Beast setpieces were bad, but the pre-dungeon sections here are much more involved and more strongly connect you with the characters. The spectacular climb up to the Wind Temple is an obvious standout, it's clear why the game leads you there first, but my personal favorite has to be the Water Temple, with its clever mysteries. The dungeons themselves are much more varied, while still adhering to the find the switches structure of Breath. The Lightning Temple was the best, with a strong combination of individual and dungeon-wide puzzles. The associated story cutscenes should have done more to take into account whether you've heard a previous version of the Demon King story, though.

I will now discuss the finale: What Breath was really missing was a duelist enemy. Lynels came close, but Ganondorf fully delivers.

As far as climactic but not actually very challenging final phases go, the Demon Dragon eclipses Dark Beast Ganon by every metric. More spectacle, better music, more fun to play. Having Light Dragon Zelda join you is epic and heartwarming, and the final catch segment provides much needed catharsis.


  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [PS5] [Horror] [Capcom] Resident Evil 4
  3. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  4. [PS5] [RPG] [Square Enix] Octopath Traveler II
  5. [NS] [Action-Adventure] [Nintendo] Bayonetta Origins: Cereza and the Lost Demon
  6. [XSX] [Action] [Bethesda Softworks] Hi-Fi Rush
  7. [NS] [RPG] [Nintendo] Fire Emblem Engage
  8. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  9. [PS5] [Action RPG] [Square Enix] Final Fantasy XVI
  10. [NS] [Action-Adventure] [Freedom Games] 9 Years of Shadows
  11. [NS] [RPG] [Nintendo] Super Mario RPG
  12. [PS5] [Action Adventure] [EA Respawn] Jedi Survivor
  13. [PS5] [Action] [The Arcade Crew] Vengeful Guardian: Moonrider
  14. [NS] [RPG] Pokemon The Hidden Treasure of Area Zero DLC
  15. [PS5] [Adventure] [Visai Games] Venba
  16. [PS5] [Action RPG] [2124 Publishing] Romancelvania
 
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Zyrox

One Winged Slayer
Member
Oct 25, 2017
4,641
Gotta get my last minute ballot in.
Note: some games I wanted to play but did not get to: Baldur's Gate 3, Octopath Traveller 2, Like a Dragon Gaiden, Bayonetta Origins

Anyway here's my list:

#1 Granblue Fantasy Versus Rising
The original GBVS instantly became one of my favorite fighting games when it released. I just completely vibed with the characters, world and mechanics (despite having no prior history with the IP). I was overjoyed when they announced a sequel and it basically delivered everything I wanted. I'm gonna play this game for years to come. To me, this is already an all-timer. P

#2 The Legend of Zelda: Tears of the Kingdom
I was actually not super into BotW back in the day. Guess this helped me appreciate TotK more as I was not tired of that world yet. Spend over 150 hours just exploring the place at my pace and constantly being in awe at the sheer freedom and ingenuity of this game, both from a world and mechanics standpoint. Was more than satisfied when the credits finally rolled. An all around fantastic game.

#3 Lies of P
This game came as a huge surprise. Gotta admit, when this was first shown, I wrote this game off as "another one of those Souls clones that won't even come close to From's efforts". Boy was I wrong. Max put it nicely when he said: "This is not a Soulslike. It's a Souls game." The devs here have absolutely reached From's standard of quality which is incredible. The game feels great to play, has a great art direction, the enemy design is fantastic both visually and mechanically, and even if the game wears its inspiration on its sleeve it still brought plenty of its own cool ideas to the table like the weapon combination mechanic or the pretty satisfying skill tree. Big kudos to the devs and I'm absolutely in for what they have in store next.

#4 Street Fighter 6
With SF6 Capcom delivers a strong fighting game right out of the gate. It got a solid set of core mechanics in the drive system allowing for lots of different situations and decisions to be made in the moment, got a great set of newcomers and also lots of other nice features like the frame meter in training mode. While the newcomers are great though I gotta say I'm not a fan of them recycling the same set of veterans for the umpteenth time and the single player also did nothing for me. Still even with these caveats the game is still one hell of a package.

#5 Xenoblade Chronicles 3: Future Redeemed
This expansion serves as a nice capstone to not only Xenoblade 3, but the trilogy as a whole and boy what a ride it is. It features old familiar faces and story payoff after payoff for longtime fans. This expansion is already pretty sizable but honestly with how high quality it is it could be even longer. Still what's there is fantastic.

#6 Hi-Fi Rush
This game came out of nowhere and made quite the splash. Probably the most stylish game of the year. The idea to combine rhythm and character action is genius and superbly executed. I love how everything in the world moves to the beat. And actually doing well in this game feels very satisfying due to the extra aural enforcement provided by the beat. I hope this game gets a sequel down the line.

#7 Idol Showdown
This was another huge surprise. Never did I think that a fan made fighting game could be this high quality but here we are. Not only is the game mechanically solid and fun but every characters moveset is filled to the brim with references to the VTubers they were based on. You can really feel that this is an absolute labor of love. It also has a nice, fun single player mode with roguelite mechanics (and also tons of references).
And online powered by rollback. And this entire thing is available for free. Really crazy to think about tbh.

#8 Holocure
The second Hololive fan game on this list but I can't help it. This one is also really high quality. It's mechanically super fun and addicting (as you would expect from a game inspired by Vampire Survivors) and also filled with tons of references as well. Just all around well made and, once again, completely free (and it's still gonna get major updates in the future).

#9 Armored Core 6: Fires of Rubicon
Never played an AC game before this one but AC6 was great. Fantastic art direction with the cold, desolate feeling world and its seemingly impossible mechanical megastructures paired with satisfying gameplay and a huge amount of customization to tailor your mech to your liking make for a pretty great ride in the end and absolute proof that modern From are definitely not one trick ponies. While ultimately I still prefer their Souls stuff this was great to have some variety.

#10 Resident Evil 4
A very finely tuned 3rd person shooter and a great remake of a beloved classic. The game was pretty much engaging all the way through even if it wasn't particularly scary or anything. Good on Capcom though for keeping the quality of this franchise high.

  1. [Win] [Fighting] [Cygames] Granblue Fantasy Versus: Rising
  2. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  3. [Win] [Action RPG] [Neowiz] Lies of P
  4. [Win] [Fighting] [Capcom] Street Fighter 6
  5. [NS] [RPG] [Nintendo] Xenoblade Chronicles 3: Future Redeemed
  6. [Win] [Action] [Bethesda Softworks] Hi-Fi Rush
  7. [Win] [Fighting] [Besto Game Team/Games] Idol Showdown
  8. [Win] [Action] [KayAnimate] HoloCure - Save The Fans!
  9. [Win] [Action-Adventure] [Bandai Namco Entertainment] Armored Core VI: Fires of Rubicon
  10. [Win] [Horror] [Capcom] Resident Evil 4
 

Grahf

Member
Oct 27, 2017
1,665
  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [PS5] [Action-Adventure] [From Software] Armored Core 6: Fires of Rubicon
  3. [Win] [RPG] [Square Enix] Octopath Traveler II
 

Dr. Mario

Member
Oct 27, 2017
13,924
Netherlands
Usually I write long epistles for my GOTY list, filled with scientific thoughts and a ranking that I've poured over for weeks. But I'm overworked, have a winter depression and decided I should spend more time with my wife and kids. So my apologies for a shorter and sloppier overview. Some people say 2023 was one of the best years in game releases ever, but I don't really agree. It was a good year don't get me wrong, focused on lots of big game productions, though not as many interesting indies as I would usually like (or I simply did not have time to play them), but to me there were only two great game and the others have to contend with merely being very good. Which is still better than most years of course, but still. It also didn't help that they all released in the second half of the year when I'm swamped with teaching courses, so some of these I've played for like five hours and now need to say something authoritative about. Well I could also keep my mouth shut, but we're not an internet forum because we practice verbal restraint when we don't know something, am I right.

So this is not me waxing lyrical about my favorite games of the year, I never get picked for the small blurbs in the overview anyway, this is me bitching about why your favorite game is not all that. And some positives too of course.

Without further ado, here is the good doctor's GOTY list of 2023.



10. New York Times Connections

My last year's GOTY was Wordle. I thought I'd start with this little nugget of information so most of you can just shake your head and skip the rest of my list for someone more worthwhile. But Wordle took the world by storm last year until everyone and their mothers (or mostly just their mothers) posted the enigmatic colored blocks on their socials. Connections isn't quite as transformative. There's a bit less strategy involved and while you do get colored blocks, they aren't particularly illustrative of your thought pattern, leading to much less discussion in the corresponding threads. You could say Connections doesn't quite bring the same connection as Wordle. What it does bring is a lot of devilish ingenuity, misdirections, and relief when you finally crack the case. This is in no part because, unlike Wordle, it feels heavily curated, and that brings me back every day.



9. The Making of Karateka

I have some nostalgia for Karateka, it was the first game that felt proper cinematic, but the game itself was… not great. I remember lots of lag in the controls, because, much like Prince of Persia after it, it prioritized animations over gameplay. Still, a remake could make it interesting to revisit it. That said, I mostly bought this game because, well, I'm a professor of game design, it promised to have a documentary associated with it, and I was in the mood for some lazy nostalgia. Also it was cheap so why not. What I didn't expect was that there is absolutely nothing lazy about this "game". It's not just Karateka either, it takes you on a journey from when Jordan Mechner was still in high school through lots of other games, that are fully playable in all their iterations, correspondence with Broderbund, intimate interviews with his father, notes from university, and of course multiple versions of Karateka itself. A loving tribute with exquisite attention to detail and treasure trove for people who are interested in how some of the early pioneers got into the game industry.



8. The Expanse: A Telltale Series

I wanted to like this game more than I did, so I decided to do just that. What it needs to do, it does exquisitely. I love the Expanse tv series and the character that they introduced, who's also the main star of this game, Camina Drummer (I love the book series too, but she's not in there, so the tv show has this on the book). This game takes you on a great little (it can't really divert too far from the book and tv story) trip with everyone's favorite character in a prequel of sorts. Everything feels like the world of the Expanse and there's still quite some opportunity for choice. And they'll remember it too. Sadly it tries to flesh out the runtime by having little quest items you can look for and are always hidden away somewhere that you have to really go out of your way for to find it, and that leads to a lot of tedium where you can't just enjoy the story as is, but keep walking in the opposite direction, looking at the floors and the ceiling, instead of immersing yourself in the game world. The gameplay thereby becomes its own worst enemy, otherwise this would have placed a lot higher.



7. Baldur's Gate 3

I wanted to like this game more than I did too, but I have a complicated love/hate relationship with CRPGs, and Baldur's Gate is a really great game, but it also did nothing to change this relationship. You see I played a lot of Dungeons and Dragons when I was a teenager. I loved pouring over the manuals, the maps, the monster's compendiums, I even devoured scores of those terrible Ed Greenwood books. I was the Dungeon Master and while we didn't play with miniatures (we preferred using our fantasy), I of course had numerous sets of gorgeous marbled dice. So to have games set in the Forgotten Realms, with the races and major characters, all of the mechanics I've lived and breathed (well 2nd edition, so that worked for the first two Baldur's Gates but not technically this third), should be a slam dunk. But here's the issue. I liked pouring over those thick books, discussing stats, elaborate mechanics and world layouts with my friends, because it was necessary to create a shared understanding of the fiction. To make sure we all had the same mental model and nobody was doing things that were impossible or cheating in the other players' minds. You don't need all of that in a computer game. The shared world is in front of you, the mechanics govern the interactions. Games should take the extraneous load away to focus on the immersion of a group of friends in a fantasy world. So when CRPGs really zone in on the stats and the micromanaging, and for god's sake even a d20 that takes ages to settle down, I feel like it's completely missing the forest for the trees. I know other people love this stuff, but I can't help thinking they're doing D&D wrong. And by our lady of silver Selune, Baldur's Gate is so great when it focuses on the roleplaying and storytelling, and so wrong when it focuses on the stuff that should have been moved under the hood and keeps on completely taking me out of the immersion.

Another reason that BG3 is a bit lower on my ranking than it perhaps deserves, because on paper it's a great thing, is the multiplayer. My favorite JRPGs are Secret of Mana and Tales of Symphonia. Like the D&D campaigns I played in my teenage years, roleplaying games are infinitely better when you share it with friends. So I pounced on Baldur's Gate 3 like a wild Chimera. But I'm sorry my fellow Era members, turn-based combat absolutely suuuucks in multiplayer. Especially combat that takes randomness to determine success and has slow enemy turns you sometimes have to wait for more than a minute to conclude. My wife bounced after just an hour of play, and with that my dreams of a shared story.



6. Asgard's Wrath 2

I thought I had some well trained VR legs, but had to search for AW2's ergonomics options pretty quickly. Asgard's Wrath feels a bit like a Ubisoft adventure game from fifteen years ago. That's not really an endorsement. It's clunky, it's occasionally good looking, frequently hideous. The story is mostly cringe, the spaces far too confined, but the best thing is that it really doesn't give a shit. It keeps throwing stuff at you. Most of it doesn't land, but it doesn't give a shit about that either as it makes you do something else next. It feels scrappy, and much better, so do the fights with the enemies. Sword fighting in VR is of course a big problem because your swings move right through the enemy, but they worked really hard on making the gamefeel good here, and so every now and then you do really feel like you need to dodge away and swing at an enemy skeleton, and together with all the other stuff the games keep flinging at you, there's enough here to keep you engaged and coming back.



5. Super Mario Wonder

3D Marios are some of my favorite games ever, but I don't really have the same love for 2D Mario, or at least not since Super Mario World. This is primarily because I think they're two completely different genres, but also because 2D Mario games have been pretty stale and iterative over the years. Mario Wonder tries to shake this up, and gets halfway there, but it's not enough to make me consider it on the same tier as 3D Mario games. The animations are great, but the worlds are still too predictable. The gimmick here is that every world has a wonder seed that changes things up, and while that is indeed a great gimmick, the problem is that it's in every world, and so the pattern quickly becomes predictable again, where they might as well not have had a special wonder seed, but just the level that you're in. It doesn't help that the levels are considerably less interesting if you don't get the wonder seed. I also hoped there would be more secret exits, but there are only a few in the whole game, making the progression and the worlds still decidedly less wonderful.



4. Starfield

This game got a lot of shit, most of it is correct. You see that planet over there? You cannot fly there, but you can go through four different menus and you are suddenly on it. But there's nothing to see really, better go to the menu again to your next mission marker. Luckily there's companions, but they're all boring, and berating your roleplaying decisions at every turn. I smirked when they provided me with an ending montage to all my companions and I realized I didn't give a fuck and straight legged it to the end marker instead. And yet. And yet. The world is great. The main story is really original. Outside of not being able to wander around and stumble into quests as natural as before, there's still that real Bethesda je ne sais quoi that makes it addictive to grow your character. The shipbuilding is terrible, but you can hack a ship together to fly you further than any ship you can buy, and thereby circumvent a late stage treasure hunt. There still is a lot of freedom, and the sky is the limit.



3. Marvel's Spider-Man 2

Spider-Man 1 was my GOTY the year it came out, this game is superlative of it in every respect. In fact, it has more amazing setpieces than any Spider-Man movie. That's not enough to become my GOTY again, aside from being overindulgent in setpieces, it's kind of overindulgent in everything. After just an hour you have already had twenty tutorials for skill trees upon crafting trees upon upgrade paths upon tech trees upon… I'm just tired boss, leave me be and let me kick some baddies. Though of course that also becomes rote. Especially in the second half of the game, the Venom creatures are not nearly as interesting as the human bosses, and the game drags on forever. But the story is good, the characters lovable, the action never short of amazing.



2. Cocoon

With the top two games, we move on to the truly great games of the year. And since I have very little to nag about them and people have waxed lyrically already, I'll keep these two short.

This game made me feel very smart a number of times, when of course it was doing all the intricate work for me. I wish I was smart enough to understand what the story was really trying to say, but I'll just quietly bask in its genius.



1. The Legend of Zelda: Tears of the Kingdom

I could talk endlessly about this game, but lots of others already did. This was not the direction I wanted the sequel of Breath of the Wild to go into. I loved the exploration of Breath of the Wild. I thought all the user tinkering and in-game modding of people over on Twitter was very neat but I never really wanted to do it myself. So to have the game focus on this was a big disappointment. Playing the game however, Nintendo proved me wrong. While it was not the direction I wanted the game to go into, it was nonetheless a masterstroke to do it and the game is truly something special and unique as a result. Doesn't make the game as good as Breath of the Wild for me, but does make me take a deep bow for its greatness.

  1. [NS] [Action-Adventure] [Nintendo] The Legend of Zelda: Tears of the Kingdom
  2. [XSX] [Puzzle] [Annapurna Interactive] Cocoon
  3. [PS5] [Action-Adventure] [Sony Interactive Entertainment] Marvel's Spider-Man 2
  4. [XSX] [Action RPG] [Bethesda Softworks] Starfield
  5. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  6. [Quest] [Action RPG] [Oculus Studios] Asgard's Wrath 2
  7. [XSX] [RPG] [Larian Studios] Baldur's Gate 3
  8. [PS5] [Adventure] [Telltale Games] The Expanse: A Telltale Series
  9. [NS] [Action] [Digital Eclipse] The Making of Karateka
  10. [Droid] [Puzzle] [The New York Times] Connections
 

Unknownlight

One Winged Slayer
Member
Nov 2, 2017
10,604
I'm always impressed and surprised by all the people submitting lengthy essays in literally the final hours. It happens every year, and every time I wonder how many people start writing some big post but miss the deadline.
 

NotLiquid

One Winged Slayer
Member
Oct 25, 2017
34,801
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10. Fire Emblem Engage
The Fire Emblem franchise's shift to HD platforms with the Nintendo Switch necessitated a lot more time on Intelligent Systems' in-house developers to get the wheels spinning. While we got to pass the time with the Koei-Tecmo led Three Houses, the greatest benefit of getting that extra time for IS' proper first HD entry is a remarkable high quality of presentational polish that stands as one of Switch's smoothest showpieces. Engage is also a fantastic return to form from a game play design perspective, sporting some great map design and some excitingly free form combat experimentation for the series which I can only hope becomes a rock solid foundation for the developers to build on in the future.

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9. Bayonetta Origins: Cereza and The Lost Demon
Bayonetta is a franchise that has been near and dear to me ever since its first entry despite being a pretty niche favorite. In a paradoxical way, I feel confident in claiming that if this even more under-the-radar-than-usual game released under any other name than "Bayonetta", it would've been widely heralded as one of the low-key gems of this year. By far one of the most stylistically gorgeous looking games of this year, bolstering an almost endless degree of charm and charisma. Ever since Scalebound's cancellation, Platinum's pursuit of building dual-control focused character game play has taken many twists and turns, recently culminating with this one title that has a heavy puzzle adventure slant, while still having a healthy degree of inventive combat flair. With the Bayonetta series having progressively raised the bar on its protagonist's strength and audaciousness, my wish is that we get to see more of this more naïve and endearing Cereza develop in the future.

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8. Street Fighter 6
Street Fighter has never been my favorite fighting game franchise, and yet it's the one that I seemingly always wind up putting the most hours into. Maybe it's how much it stresses the basic fundamentals of fighting game play and how much it contributes to universal fighting game knowledge. This holds true for 6 just as well but is backed up by a plethora of system changes that make it smoother to play than ever, in particular with the addition of the Drive system which not only does a better job in separating super move/EX move resources, but also adds a host of dynamism through the drive rush mechanic. Capcom also continues to flex their visual chops with some of the best fighting game animation in the business. For the first time since Third Strike, my instinctive return to Street Fighter is almost entirely free of caveats.

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7. Gravity Circuit
We're no stranger to retro revivals over the years, and yet I'd be hard pressed to name one that has impressed me as much as Gravity Circuit. In terms of pure game feel there are very few of these throwback styled titles that compare, in large part because of its modular combat system that allows you to customize between a bevy of special skills that are executed with simple Smash Bros. style controls. The Mega Man inspired exterior begets this game's melee centric focus, but you'll be uppercutting, izuna dropping, and tornado kicking enemies all over the dense and inventive platforming levels -- and then using your base moveset grappling hook to grab and fling their crushed remains at the opposition, because this is in fact a good game.

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6. Turbo Overkill
The Boomer Shooter genre is despite its namesake a genre that's becoming increasingly more experimental over time, with games like Ultrakill embracing cross-genre influence. The similarly named Turbo Overkill, then, is a much more conventional genre affair that instead stands as sendup to all the genre's more signature greatest elements; riveting speed, maddening movement tech, a plethora of insane weapons and tools that pile up such as telefragging sniper rifles, and mechanics that spoil you for riches such as getting a slow motion powerup that multiplies your damage output. Levels are littered with secrets and a scrappy mentality to design that can sometimes be overcome with a dash of ingenuity, and the synthwave fueled music goes harder than diamonds as the 80s cyberpunk dystopia slowly transforms into a mutated hellscape ruled by cybernetic gods.

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5. Super Mario Bros. Wonder
Mario's iconicity isn't merely a result of good games, but also because as a character he embodies Nintendo's unparalleled inventive approach to game design. Wonder is finally the game that re-injects the drive to innovate into the 2D side of games and delivering what may be in contention for one of the best 2D Mario games ever, and a game that's definitely in the pantheon for one of the best 2D platformers. This game, and a certain other Nintendo game released this year, extols the virtues of Nintendo's "take your time" approach to design, with them stressing that they never set a deadline for conceptualizing the game. In a post Mario Maker world it almost felt like a necessity to overperform, but the remarkable end package still manages to come across as a surprise. It feels borderline criminal that we hadn't gotten more of this from Nintendo up until now, but the catharsis of getting a 2D Mario game this well animated, this visually appealing, with this many unique ideas per level, and experimenting with progression by offering sub-plots across different worlds is intensely cathartic.

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4. Void Stranger
We're over a decade removed from the release of Fez, a game I absolutely could not get into but which was regularly embellished for being the type of game where diving deep into the game's secrets unfolds a labyrinthine rabbit hole of meta-bending puzzles in a bid to recapture the "feeling" of being a kid playing games. Void Stranger, to me, is that type of game in a way that personally appeals to all of my particular tastes and sensibilities, not just because of its wonderful texture but because of how the narrative unfolds and conceals a compelling abyss of ennui that's equal parts haunting, tragic, and funny. The requisite game of the year where simply talking about it would give away almost everything that makes this such a special experience unlike anything else, and which most certainly won't be for anyone who doesn't have the patience for Sokoban styled games, least of all ones which you'll be spending dozens of hours to get to the core of it all. It's by and far one of the most unique games I've played in years and I'll be thinking about it for a very long time. Even if its narrative hadn't stuck with me, I know for sure that its incredible soundtrack will.

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3. Pizza Tower
The greatest lesson this Wario Land sendup borrowed from Nintendo wasn't merely the fundamental ideas of how accessible gameplay never needs to come at the cost of complexity, but to never stop treating every level as a brand new idea. Pizza Tower is a game of raw extremes in this regard, leapfrogging into every new level with immense bravado while wearing all its influences on its sleeves; its Cartoon Network inspired visual style and animation would be enough to make an impression on its own, but with platforming that can attain blistering Sonic the Hedgehog levels of speed when mastered, a platforming hero even more malleable than Mario's malcontent rival, and levels that are all beaming with a distinctly unique gimmick at every turn, Pizza Tower has no compunction in playing things quiet. The synth-rock soundtrack wouldn't sound out of place in an old Jazz Jackrabbit game, and with an explosive finale that pulls out all stops it becomes all the more tempting -- and addicting -- to return in order to score all those P-ranks.

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2. Hi-Fi Rush
It's easy to take for granted that amid 2023's much touted legendary release slate of games, Hi-Fi Rush might have been the one that kickstarted the insanity of this year in style. When I think of 2023 I'm always going to think of this one game which literally released out of nowhere, from a studio no one would've expected. Shinji Mikami likes to think himself hands-off on the project but in many ways this carries his natural DNA in a way I haven't seen from a game in a long time, and as the last game he'll have had any involvement with Tango, Hi-Fi Rush proves that he's leaving the team in good hands. I find this to be a "dream project" in my eyes, the type of game I've either fantasized about wanting to play and at one point dreamed about being able to make. Rhythmic action games have been done beforehand but to combine them with stylish action games in the vein of DMC is an innovative spin that's even more bolstered by an utterly charming art style, immensely memorable character cast, and some absolute choice needle drops during it's many set pieces and memorable boss battles. Trent Reznor has been on record in the past saying that the song "The Perfect Drug" was his least favorite Nine Inch Nails song because of how it came to be made and what it was associated with. When that song is brought out to score an utterly bombastic final encounter, I like to think of this as the reclamation of the underdogs.

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1. The Legend of Zelda: Tears of the Kingdom
It's tough to say more about this game than what has already been said. The fact that TOTK can stand as the kind of monumental achievement in design that it is, is almost a bit of a miracle in and of itself when conventional wisdom suggests it shouldn't have. One of the best games ever made can't have a reused open world. One of the best games ever made can't just spend 7 years just to present itself as a more iterative sequel. And yet, TOTK is out here defying conventional wisdom much like its groundbreaking predecessor did. Boasting an incredible physics-driven construction system that continues to evolve on Zelda's pursuit for free-form puzzle solving, a world which now has you survey and explore between lateral surface layers, side stories and characters that are more compelling than ever, and some great strides in presentation and setpiece design with its dungeons and endgame build, TOTK is the end result of a team that felt strongly about the universe they built and got all the room in the world to express themselves. With Aonuma having claimed that features such as the Ultrahand won't be returning in future Zelda installments, I suspect that years from now, TOTK will be remembered much the same way we remember Majora's Mask; an idiosyncratic title within the larger Zelda canon that might not ever be replicated -- and which shines more brightly because of it.

  1. [NS] [Action Adventure] [Nintendo] Zelda Tears of the Kingdom
  2. [Win] [Action] [Bethesda Softworks] Hi-Fi Rush
  3. [Win] [Platformer] [Tour De Pizza] Pizza Tower
  4. [Win] [Puzzle] [System Erasure] Void Stranger
  5. [NS] [Platformer] [Nintendo] Super Mario Bros. Wonder
  6. [Win] [Shooter] [Apogee Entertainment] Turbo Overkill
  7. [NS] [Action-Platformer] [Domesticated Ant Games] Gravity Circuit
  8. [Win] [Fighting] [Capcom] Street Fighter 6
  9. [NS] [Action-Adventure] [Nintendo] Bayonetta Origins: Cereza and the Lost Demon
  10. [NS] [RPG] [Nintendo] Fire Emblem Engage
 
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Memory Pak

Member
Aug 29, 2018
218
Another year where I'm hopelessly behind the bandwagon. As a result my list is mostly remakes, which I suppose mirrors how the year seemed to start.

A sample of what I didn't have/make time for: Zelda: Tears of the Kingdom, Pikmin 4, Bayonetta Origins, Gunvein, COCOON, Paranormasight, Dave the Diver, Mario Wonder, Bomb Rush Cyberfunk, Metroid Prime Remastered, Labyrinth of Galleria: The Moon Society, and the re-releases of XIIZeal and Akai Katana. Hoping to rectify some of these in 2024, but let's be real, I say that every year.

Discounting all those, these are my current faves of 2023:
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1. DeltaZeal
I've finally found my desert island game, and it turns out to be a rudimentary port of an upcycled 2002 Japan-only arcade cabinet which allegedly ran on such crummy hardware it would melt the PCBs. ΔZeal feels slightly lost in time, having just missed the bullet hell boat of aimless fanning shot patterns, but still wanting to coat the screen in shots - and thus chooses to aim all of them at the player. This is a punishing game, where death finds you quickly, and risk-reward wagers are so ingrained you need to actively play worse to avoid spawning more enemies. In a just world this would be a classic, up there with the Raiden series. In our world the solo developer (who was allegedly stiffed some paychecks on the project to begin with) has to re-acquire the rights and rely on text-to-speech for his developer commentary. I wrote more about DeltaZeal here.

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2. Eigengrau
Surprise of the year for me. Feels like someone looked at WarioWare and asked "okay, but what if this were a bullet hell game instead?". The result is an accessible, ever-changing mix of puzzles and shooting, with interwoven homages to everything from DDR to Tetris. I wrote more about Eigengrau here.

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3. DoDonPachi Blissful Death Re:Incarnation
I'm only beginning to scratch the surface of this one, but it's undeniable: the M2 ShotTriggers team are best-in-class. They looked at the arcade/PS2 release and truly gave it the Criterion Collection treatment. All three arcade boards are here, as are three arranged modes, an easy mode, multiple ways of chopping up the game by section, new artwork by the original artist, a new soundtrack, etc. The amount of extra functions and options borders on the absurd, with 2/3rd of the screen coated in gadgets tracking all sorts of minute variables (milliseconds of i-frames!), making this difficult game both accessible to newcomers, as well as offering paths of improvements to the die hard fanbase.

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4. F-Zero 99
Addictive iteration on the long-dormant franchise. Aggressive mid-pack battles and a rank out system ensure races stay tense even if you're nowhere near the front, and meta-progression means you're always fighting for something even if your races go poorly.

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5. Citizen Sleeper - Episode 3: Purge
On paper this is a perfect finale. The Citizen Sleeper DLC campaign is brough to its logical conclusion, where our refugee characters become citizens, while the Eye's citizens are forced into refuge by the crushing weight of capitalism. In practice I was a little disappointed at the lack of friction; the pushover obstacles don't quite match the stakes found in the story.

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6. Graze Counter GM
Was initially put off by the chibi characters and story, but this bullet hell shooter has a lot to offer to both newcomers and veterans of the genre. There's a nice rhythm to grazing enemy fire, unleashing the titular Graze Counter, and alternating with the Break mechanic to smash your way through dense patterns of incoming fire.

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7. Ghost Trick: Phantom Detective
Funny detective story where a ghost tries to solve his own murder. The punchy script carries it most of the way, but towards the end it starts tripping over contrivances.

  1. [NS] [Action] [Triangle Service] DeltaZeal
  2. [NS] [Shooter] [Martin Mauersics] Eigengrau
  3. [NS] [Action] [M2] DoDonPachi Blissful Death Re:Incarnation
  4. [NS] [Racing] [Nintendo] F-Zero 99
  5. [NS] [RPG] [Fellow Traveller] Citizen Sleeper - Episode 3: Purge
  6. [NS] [Action] [Henteko Doujin] Graze Counter GM
  7. [NS] [Adventure] [Capcom] Ghost Trick: Phantom Detective
 
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