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Gabs

Member
Sep 20, 2018
38
1. Spelunky was already a favorite of mine and Spelunky 2 is better in almost every way.
2. Legends of Runeterra is an amazing card game, a lot of fun playing it and mastering it. This game and Spelunky are the games that I will keep coming back throughout this year, at least.
3. Crusader Kings III is an evolution of the series in a similar manner to Spelunky 2. Even without the inevitable expansions, this feel a lot more polished than the second game, which was already great.
4. Perfect gameplay allied with a lovely world. Desperados III is a game full of charm.
5. Hades is everyone's favorite for a reason. Between its worldbuiding, dialogue, music and gameplay, it is kind of an ambitious game but it does everything it sets out to do really well.
6. Another ambitious game. Factorio gameplay loop is amazing and it keeps delivering as much as you want to. If Hades is ambitious because it is build with care on a lot of fronts, Factorio's ambition come from a single place: its systems.
7. Fall Guys is all about fun, and I love it.
8. Newton's Cradle Puzzle Game is a very good puzzle game which I saw for the first time at buried-treasure.org (from ex-RPS John Walker - great site by the way). The name says it all, the game is full of puzzles revolving around the mecanics of a Newton's Cradle. It is very cheap on Steam (and it seems to be on Switch too; don't know about other platforms) so if you like your indie puzzle games, go check it out.

  1. [PC] [Platformer] [Mossmouth] Spelunky 2
  2. [PC] [Card Game] [Riot Games] Legends of Runeterra
  3. [PC] [Grand strategy] [Paradox Interactive] Crusader Kings III
  4. [PC] [RTS] [Mimimi Games] Desperados III
  5. [PC] [Roguelike] [Supergiant Games] Hades
  6. [PC] [Simulation] [Wube Software] Factorio
  7. [PC] [Party] [Mediatonic] Fall Guys: Ultimate Knockout
  8. [PC] [Puzzle] [Peter Hijima] Newton's Cradle Puzzle Game
 

TheXbox

Prophet of Truth
Member
Oct 29, 2017
6,565
I don't think I've ever played so few games released in a calendar year. I did play a lot, but almost nothing new. Everything here is excellent, but there's obviously tons I missed out on this year.

I'm still working on 13 Sentinels, hope to have the wrapped up before voting ends. If it keeps up the pace, I expect it will overtake GOT. The creepy anime shit is a real anchor on an otherwise beautiful... visual novel? Tower defense? RPG? Whatever this is. It's good, though.

GOT is the best Assassin's Creed game since the Ezio trilogy. The story and presentation are nowhere close to Kurosawa or other samurai classics - a comparison that game openly invites, yet never attempts to honor (hah) - but the combat and the visuals are top shelf. Especially the environments. I probably took 300 photos during my playthrough. It's just gorgeous.

Final Fantasy VII Remake reminds me a lot of Metal Gear Solid 4. The spectacle is insane, the fan service is rampant, the cutscenes are copious, and, well, it's honestly really nice to revisit these PS1-era characters and see them lovingly rendered in HD. ("Lovingly rendered" is a filthy cliche but feels appropriate here) The best compliment I can pay this game is that I felt extremely satisfied when I hit credits, even though it covers a fraction of the original's story. I can't wait to see how they fuck it up in part 2.

Hades is the finest expression of SuperGiant's brand of hand-drawn 2D isometric action. That's a long way of saying it is the prettiest and most thing they have made yet. Hades hit me at a weird, bad time in my life, even setting COVID aside. When it came out, I was thoroughly primed to spend every free hour I had mowing through monsters, chilling with my buds in the House of Hades, and cycling through run after run after run... The true genius of Hades is how it rewards death without cheapening victory; progress is always made, slowly but surely, and there is a seemingly endless supply of new dialogue whenever you return home. I love talking to these people almost as much as I love beating the shit out of Theseus.

  1. [Switch] [Roguelike] [Supergiant Games] Hades
  2. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  3. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  4. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
 

abrack

Unshakable Resolve
Avenger
Oct 25, 2017
2,788
DFW
1) FF7R - Legitimately one of the best gaming experiences I've ever had. No doubt a lot of that was tied into nostalgia, but they wielded it expertly. It probably has more flaws than several other games on the list but no other game has made me feel the way this game did.
2) Persona 5 Royal - All year I thought it was a battle between FF7 and TLOU for my number one spot. I never even considered putting another game here til I started this list. But if I'm 100% honest with myself, I liked Persona 5 more. It's a re-release to a 2017 game that I already loved, but I don't think it should be punished on the list for that.
3) The Last of Us Part II - Still an amazing game, absolutely dunking on most other games in terms of animation, voice acting / performance, writing, etc. By far the best playing Naughty Dog game as well, gameplay wise. It was just a rough year to put out a 30 hour downer of a game, even if that downer is fantastic.
4) Spider-Man: Miles - Worthy follow-up to the 2018 game, fantastic cast of characters, doesn't overstay its welcome, great ending.
5) 13 Sentinels - Really unique, interesting game with a fantastic cast and beautiful art style. The one thing it's missing is the mind-blowing ending revelation that changes everything like the other VNs I'm used to, but it makes up for it by having 25 mini mind-blowing revelations throughout the story. The actual strategy game portion is just average and its a huge bummer you don't really get to see the Sentinels or Kaiju in action often.
6) Xenoblade - 3rd times the charm. I started this game twice before (once on Wii, once on New 3DS) but always burned out around the Satorl Marsh. Finally finished it on Switch this year, and holy cow this story goes places. My biggest complaint is the movement speed. Even with the super quick Fast Travel it takes absolutely forever to get anywhere in these huge environments.
7) Ghost of Tsushima - Best Assassin's Creed in a while. Absolutely beautiful to look at, fun world to explore, pretty decent combat, good story that has some real standout moments.
8) Astro's Playroom - Way better than it has any right to be. An absolute joy to play and a wonderful packin to celebrate the history of PlayStation and show off some new features. Hope they get to make a full non-VR Astro soon.
9) MLB - The best sports game (out of the ones I play) every year. I get Madden every year out of obligation pretty much; love the NFL and it's better than nothing. I get MLB every year because it's legitimately great.
10) Fall Guys - Seems like it died down in popularity fairly quickly but I enjoyed my relatively short time with it a hell of a lot.

  1. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  2. [PS4] [RPG] [Atlus] Persona 5 Royal
  3. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  4. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  5. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  6. [Switch] [Action RPG] [MonolithSoft] Xenoblade Chronicles: Definitive Edition
  7. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  8. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
  9. [PS4] [Sports] [Sony Interactive Entertainment] MLB The Show 20
  10. [PS4] [Party] [Mediatonic] Fall Guys: Ultimate Knockout
 

Big G

Member
Oct 27, 2017
4,605
I had very high hopes for 2020. In fact, I thought it could be one of the best years ever for video games. There were so many games scheduled for 2020 - perhaps more than ever - that appealed to my tastes, two new next-generation console launches, plus the potential for a number of surprises. 2020 was shaping up to the year of my dreams.

Well...that didn't exactly happen. Three of my five most-wanted games ended up being disappointing, with two of them being massive disappointments. A few others were delayed to 2021, and two of those (Bloodlines 2, Dying Light 2) are worrying me at this point. Games that were unconfirmed for 2020 (Elden Ring, Breath of the Wild 2, etc.) didn't even get talked about, let alone shown at all, in 2020.

Nintendo was the big wild card coming into 2020, with no release dates for any new games after Animal Crossing, and things went about as poorly as that release lineup suggested. Like 2016 and 2018, this was mostly another no-show for Nintendo, with no General Directs to at least offer a glimpse of the future. While COVID-19 can't be blamed for all of this, it certainly loomed large over everything that happened in 2020, and I expect that to still be the case for the foreseeable future.

In the end, it was tough to come up with a list of 10 games. Normally, I find myself agonizing over having to cut some very good games and place them in the "Honorable Mentions" pile. Not this time. I didn't play as many new games as usual in 2020, and it follows that I didn't play as many good new games either. This is the first time since 2012 where I'm having to pad out my Top 10 list with some games I don't think are particularly great, but I'm a stickler for the ordered list of 10 games. So, off we go...

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Call of the Sea is the last 2020 game I played, and it just snuck onto the list here at #10. It's a gorgeous puzzle-adventure driven by a Lovecraft-inspired mystery surrounding the nature of main protagonist Norah's illness, and the fate of her missing husband. What I appreciated most about this game is that unlike many others of its ilk - which tend to mostly be walking simulators with only light puzzle-solving - Call of the Sea is a puzzle game first and foremost. Some of the smaller, less involved puzzles were reminiscent of those from classic Resident Evil games, while the more elaborate ones - which require you to thoroughly explore each area for clues - call to mind the likes of Myst. And while it's a linear game in terms of how you progress from one area to the next, each area is designed to be explored non-linearly at your own discretion, using the information uncovered to figure out how to get to the next area. Short & sweet, with a few puzzles where I really needed to put on my thinking cap.

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Such as it is with respect to 2020, that we come to the #9 game and it's one that I found pretty disappointing. Good and at times, great, but disappointing nonetheless. I absolutely loved Doom (2016), and that game stood tall alongside Wolfenstein: The New Order as the best first-person shooter campaigns of the decade. But despite being from different developers, I was a little worried about Doom Eternal after how big of a letdown Wolfenstein 2 was. The level design was marred by a massive drop in quality, while much of the fun had been sucked out of the combat. After releasing their own tremendous FPS that blew away all expectations, would id have their own sophomore slump as MachineGames did?

Not exactly. While there are a number of aspects in Wolfenstein 2 I can point to and say "this thing is bad", Doom Eternal is a very good, very well-made game, but also one that is sabotaged by some design choices which actively work against it. The levels are much more linear than in the previous game, and while the level design within these levels is still excellent, the linearity itself made each level far less interesting and memorable. Super Gore Nest is really the only level that stands out as being on par with the best missions in 2016. I think the decisions made with regards to story and tone were misguided; this game takes itself way too seriously. The addition of platforming I felt was a net positive, and at times it reminded me of Metroid Prime, but aside from a handful of platforming challenges I felt that it didn't go far enough beyond just being a thing to kill time between combat encounters.

But the most pivotal choices were the changes and new additions to the combat, which is maddening as often as it is brilliant. Doom 2016 had a great "combat puzzle" system, where glory kills would reward you with health, and chainsaw kills would reward you with ammo. Adding the flame belch to recover armor was a smart, natural addition to this. The different grenade types add an additional dimension to the combat, and work well in tandem with your other core abilities. Dashing and the super shotgun's meat hook are meaningful changes which provide even more mobility, which is always welcome.

Where id flew too close to the sun is the increased emphasis on designing enemies with specific weak points in mind. Since the game goes out of its way to tell you that you should focus on dealing with these weak points immediately, you're essentially being told to break out of the "never stop moving" philosophy that is the foundation of Doom's combat arenas. And you shouldn't, because combat stops being fun when you do, but the game undermines itself by constantly instructing you otherwise. And then you have enemies such as marauders which can only be dealt with in one way, and their appearance always brings the wonderful combat flow of Doom to a screeching halt.

I did not enjoy playing this game nearly as much as Doom 2016. To illustrate this, I blew through that game in one weekend. When I finished a level, I immediately went on to the next one because of how thrilling but fun the combat was. When I finished a level in Doom Eternal, I felt drained and had to take a break from it. To the extent that, after playing the first few missions shortly after the game released, I put the game down for about a month and played Animal Crossing instead. At times - such as during some of the game's Slayer Gates - Doom Eternal puts on an absolute clinic, exhibiting the best combat ever seen in a first-person shooter game. When everything comes together, it's as exhilarating and as satisfying as one could hope for. But too often and to a frustrating degree, Doom Eternal gets in its own way.

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When I was playing through Ori and the Will of the Wisps, the realities of the pandemic were starting to take hold in America. There was a lot of indecision about whether I'd be working from home or not. While we like to believe that video games can be a positive distraction, during the week that Will of the Wisps released I had a fair amount of anxiety concerning the events going on in the world, and oftentimes my mind was elsewhere as I was playing it. As it was also the last game I played pre-lockdowns, it feels like it's been a few years since I've played this game, not 10 months ago.

As a result, it's hard to say a whole lot about it because it doesn't feel like a "2020 game" like everything else on this list. It's a beautiful 2D Metroidvania/platformer that improves on its predecessor in just about every way, while taking a few welcome cues from other great Metroidvanias such as Hollow Knight (sorry Thomas!). With some simple-but-fun side quests and many excellent platforming puzzles, it was a game where I never hesitated about 100% completing it.

I will say that the performance issues at launch, even on Xbox One X, were a real blight on an otherwise great product. I'm usually not one to be bothered that much by framerate issues (unless it's an unmitigated disaster like Deadly Premonition 2), but during the late game when you're able to move very quickly from area to area and just want to find the remaining secrets, when the game is regularly locking up for a second or two when quickly platforming from one side of a room to the other, it becomes a major annoyance. I'm sure a lot of that has been patched by now.

In short, this game would probably be higher on the list had I played it right now instead of back in early March.

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I'm still a Final Fantasy newbie. After being arguably the biggest gaming franchise that I never played a single second of, I finally jumped into the series with XV a couple years ago, and starting with Final Fantasy VII Remake I'm trying to make an earnest effort to play at least a selection of the most highly regarded Final Fantasy titles. And here's a case where, I'm very familiar with Final Fantasy VII and some of its story beats through osmosis after 25 years in the public consciousness, but by and large this was a fresh, brand new experience for me. I didn't really *know* Final Fantasy VII beyond a surface level of "Okay, that's Cloud Strife. And that's Sephiroth. And there's Aerith (wait...isn't it 'Aeris'?)."

My experience with this remake, in the context of not having experienced the original, was a very positive one. From the very start, it realizes the high production, big budget blockbuster ambitions of the original developers back in the 90s. Even as a small slice of what the full remake will eventually be, this game feels "grand" in so many ways.

The combat was the biggest surprise for me, mostly in a good way. I felt that the game over-tutorialized a bit at the start, and in the process glossed over certain aspects that FFVII veterans would be aware of, but novices such as myself could have really benefited from knowing. There were a few things that I discovered on my own later in the game that I wish I had known earlier, and consequently I was several chapters in before the combat really clicked for me. But once it did, I had a blast. Specializing each character in my party and constantly switching back-and-forth between them during battles made each combat encounter feel like a thrill, but also a chance to learn something new nearly each and every time.

But the stars of Final Fantasy VII Remake are the characters. Both the main and supporting cast are chock full of memorable and likeable characters, and the interactions between Cloud and his companions were highly entertaining throughout, whether in cutscenes or just the in-action banter. I left this game really wanting to continue the adventure alongside Cloud & friends, as well as feeling excited about the proposition of beginning the next chapter with a good understanding of the combat, and Materia, and so on. As an introduction to the world of Final Fantasy VII, this remake was highly effective for me, and I can't wait for what's next - whenever that may be. By that time, though, hopefully I'll have a few more Final Fantasy games under my belt.

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While initially reflecting on the idea of someone having nostalgia for PlayStation, it was one of those moments where I needed to readjust my perspective a bit. As a person who didn't become part of the PlayStation ecosystem until well into the PS3's lifecycle, I don't have that same appreciation for the brand that gets built up only after years and years of buying their products. But it was one of those things that dawned on me as the launch of the PlayStation 5 approached, that Sony was at the same point in their video game history that Nintendo was at in the leadup to the Wii. And I had a ton of Nintendo nostalgia at that point in time. So I'm sure there's a lot of people in their 30s now who grew up on PlayStation in the 1990's that are saying "well, duh!" but it was this moment that hit me like a ton of bricks, about how much time has passed. My brain struggles to equate the PS1 with "old" or "retro", but the reality is that it's been 25 years and that's a long fucking time! We're probably at or nearing the point where Xbox nostalgia is a very real thing, and this makes me feel old.

Anyways, Astro's Playroom. Astro Bot Rescue Mission was my 2018 GOTY, and I was initially a little disappointed that the new Astro Bot announced for the PS5 wasn't a sequel to that VR spectacle, but a "pack-in" that, on the surface, looked to be little more than a tech demo for the new DualSense controller. But there's so much more to it than that, and it's the game's embrace of the PlayStation's legacy that elevates it above and beyond being just a fun but short little platformer. All throughout Astro's Playroom, the levels are filled to the brim with references to past and present games that have long been associated with PlayStation consoles. Much of the fun was trying to see if I could figure out which game each little vignette was referencing (I had a great moment where I wasn't sure what one of the references was. And then, a few hours into Demon's Souls and I was like "Aha! It was Demon's Souls!"). It really hammered home how many excellent games have released on their platforms over the years, not just from Sony but also from third-parties. Astro's Playroom is as much a celebration of PlayStation as it is a platformer, much in the same way that Super Smash Bros. games double as a celebration of all things Nintendo.

And then the platforming itself? It's really good and well-designed, just like how Rescue Mission would have still been a very good platformer even removed from VR. And as a tech demo, it's an impressive one. It showcases the features of the new controller in ways that really illustrate how it also represents a generational leap over the PS4. The adaptive triggers and haptic feedback really do add to the immersion; if the Switch has HD Rumble, then this is what "4K Rumble" feels like. This is a short game, but what an absolute joy it was from start to finish, as a platformer as well as a trip down memory lane.

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And now for the out-of-nowhere, surprise game of 2020. I hadn't seen or heard of Paradise Killer until seeing its trailer just shortly before release, and I asked myself how I hadn't seen or heard of this game before. Because it spoke to so many of my sensibilities: A first-person detective game set on an island that you could fully explore for clues and other secrets, without the game holding your hand. An aesthetic evoking Suda51's adventure games - namely, Killer7 (an inspiration that the game wears proudly on its sleeve). And a fantastic setting that is in a lot of ways the game's central character, featuring strong, intricate level design. Paradise Killer is a game that places a high degree of emphasis on exploration, puzzle-solving and on discovery - of clues integral to the investigation, details related to the lives of characters inhabiting the island, or information pertaining to the nature of the world itself. This game checks a lot of boxes for me.

It gets even better from there. Paradise Killer has a dark and twisted storyline with a highly fascinating backstory as it relates to the island which, when juxtaposed against the bright and sunny setting of "Paradise", becomes something truly unique. The characters, all of whom are critical to the game's primary murder investigation, are each memorable and have their own meaningful relationship with main protagonist Lady Love Dies. And the soundtrack is spectacular, a delightful pastiche of pop & funk which perfectly complements the game's visual style and overall attitude.

I enjoyed exploring nearly every square inch of the island for secrets, and interacting with each NPC as often as possible. There's so much to see and do and to find. I wanted to be a part of this world for as long as I could, before wrapping up the case. And that's really where my only criticism of the game can be found. I thought the trials that concluded the game were a bit clumsy in how it all played out, and I would have done things differently had I known how much agency you actually have with regards to the accusations you make, based on evidence you've uncovered.

"Judge" seemed to just go along with everything I presented to the court, even if the evidence felt like it was flimsy at best. Which I thought was...weird.

Anyways, I cannot say enough about this game. If you enjoy detective games, "puzzle-island" type games such as The Witness, and Suda's aforementioned Killer7 and Flower, Sun & Rain, there's a lot to like about Paradise Killer. I cannot recommend this game enough.

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Several years back, a friend and I were discussing our mutual excitement for CD Projekt Red's next game - Cyberpunk 2077 - and we both agreed that, after the success of The Witcher 3, they should take all the time in the world that they need to make this game excellent, and to not release it any sooner. We were both happy and willing to wait as long as that took. When the game first got delayed, my thinking was "good, don't rush this thing out."

Well...they still rushed it out before it was ready. I played this on the Series X, so while I certainly had a more positive experience with the game than those playing it on last-gen consoles, it was still clear to me that this game shouldn't have released in 2020. I wouldn't use the word "broken" to describe my experience; visually and performance-wise, it was fine. Aside from the game locking up on a me a few times late in my playthrough, I never ran into any serious issues. But there were so many glitches regardless, especially relating to NPC AI behavior, and just an overall jankiness and lack of polish. Here, they're the difference between a very good game and a great game.

Because I had a really fun time with Cyberpunk 2077, overall. Early on, I must admit I was a little underwhelmed. By retaining the same old open-world design of "follow the yellow line to your objective", I never really felt like I was a part of Night City, and that the setting itself was relegated to being little more than a backdrop (NOTE: I've levied these same gripes towards the vast majority of open-world games). So that was disappointing, and it was not a promising start towards realizing my hopes and dreams of this game being able to pull of a Deus Ex-caliber experience on a much grander scale. That the main quest was also borrowing more from the "Rockstar Games' School of Rigid Mission Design" than immersive sim games was also not a good sign. After several hours of mostly sticking with the main questline, I wasn't sure if I was going to like this game at all.

But things started to change once I began going around the city doing side jobs. While I don't much care for the "go to the map icon and do stuff" style of open-world design, the "do stuff" part of it became the game's biggest draw for me. The side jobs are generally much better than the main story content, and completing them using all of the tools and skills available to me (as a stealth-hacker) scratched many of the same itches for me that Deus Ex and Far Cry games do. Before too long, I found clearing the side jobs from the map to not be tedious, but rather something that became addicting.

Compared to The Witcher 3, Cyberpunk 2077 is a very different game in a lot of ways. Witcher 3 was a game that I really enjoyed largely because of the quality of the writing, both in terms of quests and world-building, but I never really cared much for how the game played. Here, Cyberpunk fell well short of my expectations in terms of the quality of the writing, and the lack of player choice in the main quest (it's funny how there's a quest early in the game that offers a wide variety of different ways for it to be completed, and you don't really see anything like that turn up ever again; more evidence that this game needed more time in the oven). But in terms of gameplay, I feel that Cyberpunk is a much better game, and I've enjoyed playing this game far more than I ever did Witcher 3.

Cyberpunk 2077 is a hard game to measure, because I had very high expectations for it and it fell short of most of them. But I can't deny that I put over 120 hours into this, and for most of those hours I was having a really fun time. I think the main story, for all of its faults, succeeded in delivering a lot of really awesome moments. There aren't a ton of memorable characters, but with the select few that the game really chose to focus on, they nailed it. And by the end, I really felt like the journey V goes on with Johnny Silverhand was a meaningful one. It was fascinating to see how I'd find myself caring more and more about what Johnny thought, and how he almost subconsciously was starting to effect my own decision making. Without the presence of the Silverhand element, or had his relationship with V not been well executed, I don't think this would have been a very compelling main quest at all.

In the end, it's a shame that Cyberpunk isn't the big game-changer of an RPG that it could have been. It will be remembered more for the messy launch on last-gen consoles, the refunds and whatnot. But even had this game performed well on all platforms and been bug free, its dated approach to open-world design and mission design would have still held it back from reaching true greatness. And yet, in spite of all that, playing Cyberpunk 2077 was some of the most fun I've had playing any 2020 game. I expected more from this than a "really fun time", but that still counts for a lot in my book.

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Since playing Bloodborne back in 2015, I've played the Dark Souls trilogy as well as Sekiro, and they've very quickly become one of my favorite types of games. But there was one Souls game that I hadn't played, and that remained my elephant in the room for quite some time. I've had ample opportunity to play Demon's Souls over the years; I gave my PS3 to a friend a number of years back, but nothing was stopping me from getting another one used. But I've had a track record of finally getting around to playing an old game, only for a remaster or remake to be announced shortly afterward. So that was always my excuse: if I went through the trouble to find a PS3 copy and play through it, they'd announce a Demon's Souls remaster/remake the next day. It made too much sense for this game to eventually get made.

That day finally came last year, and it immediately changed my approach towards the PS5 from "I'll wait a few months" to "I'm getting this thing DAY 1!" This is the first Sony console I've gotten at launch, and I strongly believe that this is the best launch game that they've ever had. Sure, it's not technically a new game, but it is for me and at the end of the day, that's all that matters.

Having most recently played Sekiro out of all of the FromSoftware games (the one where I finally "got gud"), in coming back to classic Souls gameplay, it was readily apparent how much better I am now at parrying. I used to be ultra-defensive in these games; now I'm super-aggressive. And that was good. I seemed to be having my way with the enemies of the opening Boletarian Palace stage. Surely this game would be easy for me now!

But I was quickly reminded of how this game predated Dark Souls, and how in a lot of ways it's even less friendly. While individual enemy combat encounters aren't that difficult and the boss fights didn't give me too much trouble outside of Maneater, navigating through these worlds from archstone to archstone is as unforgiving as these games have ever been. I look at things like not being able to level up until completing the first area, or how entire huge areas only have one archstone to spawn at, and how one boss has an attack that can permanently drain your level (!) and I reflect back on how brazen this game was, releasing in 2009 at the height of AAA games being dumbed down, and stricken by excessive handholding and tutorials. Mad respect for Miyazaki & co.!

And then there's world tendency. Not knowing at all about how this system worked really put me into a bad spot early and often, with a few worlds hitting black tendency at the same time that I was stuck unable to progress any further in the worlds that were still neutral. I considered the thought that I might have to start over, but like I've always done in these games, I persevered. That is the thrill of Souls; feeling hopeless in the face of punishing and at times unfair odds, and finding a way to overcome it. It felt good to be back!

However, there are parts where the game does start to show its age. You can see how, in many ways, this game is sort of a prototype for what Dark Souls ended up being. Some of the areas have that "unfinished" feel, where things devolve into what is effectively a mini-series of boss fights, and you wonder if FromSoft just ran out of time back then. And when it comes to the boss fights, while I do appreciate how most of them are essentially their own puzzle that needs to be solved (and this allows each boss to stand out as being unique and memorable), I prefer the more skill-based bosses that their games have sinceshifted to, beginning with Bloodborne. Especially when going back through the game a second time.

For nearly a month, this was the only thing I played, as I consistently found it hard to put this game down. It's the second FromSoft game (after Sekiro) that I've finished more than once, and though I came up a few trophies short of the platinum, I do want to go back to this at some point and play through with a new build focused on magic for a change, which I haven't done before in a Souls game. It's not my favorite one of these games; I'd probably rank it fourth, behind Bloodborne, Dark Souls and Sekiro. But those are all awesome games and this, too, is an awesome game. And as a bonus, it's a true next-gen visual showcase at 4K and 60fps. It's the best-looking game I've ever played. I'm so glad to have finally played Demon's Souls, and it couldn't have come in a much better form than this.

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Animal Crossing was one of the few Nintendo series that I'd just willfully ignored for years. On previous consoles, I was never going to be interested in playing a game that I'd be checking in on daily, where things would only happen at certain times and on certain days. But with the Switch being a portable console that I'd gotten into a habit of playing nearly every day for an hour here or an hour there, I'd made a promise that I'd give the new Animal Crossing on Switch a fair shake. So I went into this with no real expectations, with the very real possibility that I wouldn't gravitate towards it at all.

On release day, I expected to mostly play Doom Eternal and maybe I'd mess around with Animal Crossing: New Horizons for a little bit here, a little bit there. Instead, Doom very quickly went on the backburner. I was immediately taken to this game, and it started a nearly five month stretch where I played it every day, and for at least two of those months it absolutely consumed my life. I'd never thought I'd get what I've gotten out of this game.

I've never been one for playing games where you create your own content, such as LittleBigPlanet or Super Mario Maker. That creative part of my brain might have once been there when I was kid, but it's long gone, or so I thought. But once I started to really take ownership of my island, this game started to stimulate that part of my brain for the first time in many years. I really started to plan and think harder about what I wanted my island to be. That's when I started building a maze which was initially inspired by the hedge maze in Resident Evil 4, but soon turned into this giant 2D Zelda-style obstacle course that took up over 1/3 of my island. This maze was an obsession of mine for weeks, and became a big part of my island's identity. I had so much fun constructing it, and it was gratifying to have friends visit and see them struggle to get through it!

Soon, a lot of the ideas learned there carried over to the rest of the island. I kept coming up with more and more cool ideas for each spot on the map. Terraforming, in particular, got me to put a lot more time and effort into improving my island than I otherwise would have.

But what makes New Horizons so special, more than anything else, is how important it was to my life in 2020. It was something that I participated in daily, with friends, with family, with co-workers, and with strangers alike, at a time where there wasn't much else to do or anywhere to go. I spent hours and hours playing and chatting with friends from high school and college, some of whom I've never played a game with before. In total, I put several hundred hours of playtime into this (with all of the idle time while I was at work, the Switch clock has my hour count in the thousands).

When looking back on my time playing New Horizons in 2020, there's so much I could talk about. That initial stretch of paying off loans to Tom Nook, and getting the tools to explore my entire island. The Bunny Day fiasco. The aforementioned maze. Playing the turnip market every week, and working together with my group of friends so that we'd all get rich. My brief obsession with cross-breeding flowers. How I started a fictional rock band in the game, complete with their own dumb logo. Trading with random people to get that last Brachiosaurus fossil. That one Friday night where I had a full island of friends, from all walks of life, gathered there to watch the shooting stars. I could go on for hours.

While I eventually burned out on this game in early August, that's far longer than I ever usually stick with any game. Animal Crossing: New Horizons isn't the best videogame I played in 2020, but it's the game that defined 2020 for me. If ever there's such a thing as being the right videogame at the right time, this is it.

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I had been firmly in the "they shouldn't make a sequel to The Last of Us" camp, for a number of reasons. I've always felt that the ending was perfect, because it didn't settle for the binary "happy ending or sad ending" like most games, because it didn't end with a blatant sequel tease, and that it left Joel & Ellie in a spot where I didn't need to see what would happen next. I also think that the video game industry has an even bigger infatuation with sequels than even Hollywood does, and I would have appreciated seeing someone put out a successful, big budget game and say "You know what, we think this is a singular work that stands on its own, and the story is finished." That would have been so refreshing. Alas, they made a sequel. Of course they did.

Even as the release date approached, I still had reservations about them continuing the story of the first game's characters. I had no reason to doubt Naughty Dog based on their track record, but if they were going to make another Last of Us game, I would have rather seen the story follow a new cast of characters, while being set in the same universe. What more could they possibly tell of Joel & Ellie's story, after all?

What's maybe most impressive about The Last of Us Part II, as a follow-up to a classic, is that it pretty much does both of those things - the thing I wanted them to do, and the thing I didn't want them to do, and pulls it off in a sequel that is much bigger and much bolder than I ever could have imagined. In many ways, it's what all sequels should strive to be. There are so many things that I "expected" to see, that I "wanted" to see in The Last of Us Part II, and contrary to how I would have felt about this going in, I'm glad that this game didn't just give me what I wanted, or what I expected. That would have been easy. And predictable. And it would have just felt like any other sequel. But The Last of Us isn't just any other game, and so it should stand to reason that neither should its sequel.

It goes without saying how thankful I am that I was able to avoid spoilers for this game. I knew that the whole story had leaked out there, and I gathered that a lot of people weren't happy about it and said they weren't going to play the game. Had I just read those same spoilers without any in-game context, I probably would have been upset too. Instead, what I got was a game that turned my expectations completely upside down very early and often, and from that point on all bets were off. It had been way too long since I've played a game where nearly the entire experience was one where I was left not knowing at all what to expect. I'd have to go all the way back to Metal Gear Solid 2: Sons of Liberty to find a high-profile game that was this shocking and subversive.

Now, being "shocking and subversive" isn't all that there is in making a story work. In the first game, the story is much more about the moment-to-moment experiences of Joel & Ellie on their journey; you know what their destination is. The only question is whether they both make it to that destination. However, the destination in The Last of Us Part II is not quite as clear, with an air of mystery hovering over everything, and the writers resisting the urge to tip their hand. That said, once I had a feel for the direction the story might be heading in - and presumably, the idea that seemingly pissed a lot of people off - I didn't believe that they'd be able to sell me on it.

But that's when I came to realize that I was wrong about them not having anything else to say about Ellie & Joel's story. Because that game ends with a choice that Joel makes, and unlike some, I've never felt that Joel's actions were heroic. I found them understandable and rationalizable, and that if I were faced with the same situation in real life I might have done what he did. But I never thought he was a hero. And as a result the story Naughty Dog tells in The Last of Us Part II is really the only one that there was to tell, that made sense to tell. One where you have to come to terms with the ramifications of that choice, how it impacts his relationship with Ellie, and the effect it had on others. I thought it was a well-executed story, and this time around I see a definite path forward for the story to continue in a future game.

OK, enough about the story and all of the tap-dancing around spoilers. The game itself? Fucking awesome. One of the things that's most underrated about Naughty Dog is how they're able to blend realism with compelling game design. While the studio tends to be most often lauded for their storytelling and presentation (and deservedly so), ever since the first Last of Us they've been the best in the business at finding that balance where the gameplay doesn't feel too "game-y", but also not too realistic and thus, not as enjoyable. And The Last of Us Part II represents their best work in that regard, most notably with their environmental puzzles built around the use of everyday items, such as ropes and bricks.

This is a long game, but other than one brief stretch towards the middle where I found myself starting to drag a bit, I felt that this game was well-paced for the most part and if it's "too long", it's not by much. I also have to give the game a lot of credit for not being front-loaded with its strongest game content, either, as I found that the game generally got better and better as it went on. I'd also be remiss if I didn't mention the Downtown Seattle area, which expanded upon Uncharted: The Lost Legacy's open-world map experimentation, while adding some immersive sim elements to the equation. This section of the game stood out even among its many other high points.

Look, I think this game is tremendous. I finished it twice, got the platinum trophy, and there were very few moments where I wasn't thinking to myself "this does *not* suck!" I love the brutal combat, I love the exploration aspect that goes along with scavenging for supplies. It is a jaw-dropping game visually and the audio design isn't too far behind. There's no element of the presentation that isn't executed at the highest of levels. In so many ways, this game delivers just about everything I would want from a survival game. I think in terms of the game design, whether it's the combat encounters or the set pieces or the traversal of the various environments, The Last of Us Part II is superior to the first game in nearly every respect. And I think the narrative, while very different in the story it's trying to tell and how it's told, matches up to the first game's as well, and I found it to be every bit as effective. It's the best game I played in 2020, and is one of the best games of the generation.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
  3. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  4. [XSX] [Action RPG] [CD Projekt] Cyberpunk 2077
  5. [Switch] [Adventure] [Kaizen Game Works] Paradise Killer
  6. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
  7. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  8. [XBO] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  9. [XBO] [Shooter] [id Software] Doom Eternal
  10. [XSX] [Adventure] [Out of the Blue] Call of the Sea
 

Xtortion

One Winged Slayer
Member
Oct 25, 2017
6,652
United States
Hi!

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X. Tony Hawk's Pro Skater 1+2

First off, let's pour one out for Vicarious Visions. RIP.

We all remember it. Those long-lost days of wasting away in front of the TV, grinding out high scores on our N64s and PS1s. It was Superman in the morning and Guerilla Radio in the evening. The hours would fly by as we were entranced by the style and attitude of those original 'Hawk titles, lost in the zen of chaining tricks and otherwise superhuman feats together to one of the most memorable video game soundtracks to this day. The series went on to arguably peak with Tony Hawk 3, and had some interesting ideas in later entries, but kind of ran out of steam at some point as fatigue and deviations from the core formula wore on. But now it's back - VV's combined enhanced remake of Tony Hawk 1 and 2 may just be a mechanically perfect video game that distills Tony Hawk's Pro Skater down to the essentials. Incorporating a few core mechanics from later games in the series like the revert, this is a game with not only a wide range of techniques, but also one where each technique feels essential. The feeling of going from a vert trick, to a revert, to a manual, to a grind, to a wallride, to a wallie, back to a manual, and so on, is captured as perfectly here as we all remember from those days, albeit with refined controls and a smooth 60FPS. This isn't the most original game on my list – outside of multiplayer and create a skate park, which don't interest me all that much, this is an incredibly faithful remake of the first two games. That also means that it can be a very fleeting experience when it comes to progression, though a new challenge system introduces some interesting, almost puzzle-like obstacles where you have to pull off move sequences with restrictions on what you can and can't do. It's a nice touch.

The presentation here is exactly what it should be. Gameplay looks sharp, runs at an uncompromising framerate and with HDR, and load times are quite short. The soundtrack includes nearly all of the original tracks, plus a good number of new ones. A few new tracks are duds for me, but then you have others like Let's Ride that are the most Tony Hawk shit imaginable. All of this adds up to something that can be described as comfort food gaming in its purest form. Tony Hawk knows what it is. There are next to no surprises here, and yet I still spent hours tricking out to some bangin' music because sometimes that's just what you need. Also, the tutorial is too wholesome and Tony is best dad.

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IX. Ghostrunner

Ghostrunner is cool af. It stimulates my X Spot.

Actually, let's talk about my X Spot for a minute. For those of you who haven't already scrolled the hell away from this post, there are certain things in games that bring me giddy delight. The things can override flaws and defy conventional thinking like nobody's business. Not that there's any set logic to it – examples would range from wallrunning, to syyyck weapon reload animations, to moments when music synchronizes with gameplay, to impressive environments with 'da scaaaaale, to the entire David Wise discography, and more. "Cool" would be a decent catch-all, I guess, but let's just go with X Spot for maximum discomfort. Trust me, this will come into play more in a bit.

Ghostrunner hits a lot of this for me. The movement options are vast – you have wallrunning, air dashing, sliding, grappling, the works. This game has, like, all the mechanics. And it all feels great, like real ninja shit. You also have a sword that can split dudes open with a single slide. You're maneuvering and fighting through some oppressive cyberpunk environments while synthwave music is pulsing. It's very cool in concept, but the execution is what really surprised me. I didn't watch every single trailer for this game, but I recall them really focusing on the combat and presenting it as a sort of first person Katana Zero. That actually couldn't be further from the truth – I quickly discovered that there are consistently lengthy sections of pure platforming to break up the encounters, so it isn't just about combat. Speaking of combat, it can be pretty brutal. This is very much in the vein of "try 'n die" indie games like Katana Zero and Hotline Miami, complete with a lightning fast reload after death. Ghostrunner usually does a good job of offering multiple paths through an encounter, though, and the slo-mo mechanic makes the game feel pretty fair once you understand how the enemies work. What feels a little less fair are the boss fights, which can be very trial and error on top of being pretty tough in general, though I felt satisfied when overcoming them.

There's some neat stuff around the edges, too. A few sequences slow things down for some light puzzle solving, and there's an upgrade system ripped straight from Mega Man Battle Network 3 that has you slotting in different shaped upgrades on a grid for maximum efficiency, Tetris-style. The music and visuals are quite good, though the story never did anything for me. I also had some slight jank in a few platforming sequences where I could have sworn I was doing the right thing, but my jump angles and wallrun lengths just sometimes didn't behave in the way I expected. The game feels pretty polished overall, though a little jank will crop up from time to time. Still, this is a very tight and focused package that accomplishes what it wants to. Be prepared to die a lot, but overcome that and you'll have a seriously cool first person ninja parkour action game to rip through.

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VIII. Cyberpunk 2077

"Xtortion pls"

Like yeah, I get it. This game, and my thoughts on it, are complicated. There are some good things about it. There are some bad things about it. It has probably the most untapped potential of any game I've ever played. And yet I ended up with about 60 hours in it, doing all of the side quests I could find, in addition to a healthy smattering of lesser Ubitrash activities. But why? Well, let me first preface this by saying I played on Series X, so my technical experience was pretty good in terms of performance. Also, I only had two crashes that were both pretty insignificant, and the only non-minor bug I encountered prevented me from progressing a certain side quest chain involving a vending machine past the first encounter. The game had a ton of other bugs, but they were relatively harmless for me – things like wonky AI, inconsequential items not wanting to be picked up, those kinds of things. Not an excuse, but it is what it is.

Cyberpunk is a big heaping of X Spot slappage. The guns are insanely well animated. The city looks insanely cool. The music is great. On an artistic level, Night City is far and away the most impressive video game city I've ever seen. It's massive, yet every street and alleyway is bursting with detail. Setting the game in first person was crucial to sell the scale of this place. After around 60 hours with the game I still found myself turning my head to the sky ever so often and marveling at the towering verticality of this place. The city is bursting with color and neon, and each district looks unique. I don't know if I'd describe this as an immersive game because many of its systems are too basic or poorly implemented to foster that, but there are moments when it comes all together. Driving through City Center, a neon jungle with the tallest buildings in the city, at night, in the rain, in first person, in the lovingly modeled unique interior of a futuristic supercar, with Keanu Reeves in the passenger seat, when the right song comes on the radio, really makes me realize the potential of this game. In some other timeline, under different conditions, when the development time maybe got two more years, this really could have been a GOTY level thing. I just wish it hit that level more often.

The game plays pretty well. If we look at a spectrum of FPS games with kinda janky feeling games like Fallout and Deus Ex at the bottom, and polished games like CoD and Titanfall at the top, Cyberpunk would be somewhere in the middle. Movement and stealth is relatively smooth, and the mantling animations and body awareness are top notch. This is gonna sound super sketch, but Cyberpunk honestly has some of the best gunplay of the year. Each weapon looks and feels satisfying to shoot, but animations are the kicker. Each weapon has a unique animation when equipping it for the first time, along with
M U L T I P L E R E L O A D A N I M A T I O N S……plus multiple smaller animations for actions like the ferocious bolt cycling and shotgun pumping and….OH GOD X SPOT

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*a-ahem*…Anyway, the guns are realized brilliantly and got me goin' even hours and hours into the game. Like, the enemy AI is pretty dumb, but I didn't care much. Some of the flourishes are unreal.


Let's not mince words, though - Cyberpunk is a pretty terrible open world game. Systems like pedestrian/car AI and police and nearly nonexistent, NPC/vehicle density isn't anywhere close to what it should be, and attempts to make the traffic look dense from a distance are laughable. So I changed my mindset. It's not about exploration or trying to make emergent gameplay happen. This is a game about doing quests. I liken it to the Mass Effect sequels where the exploration element was diminished to put a focus on barreling the player through missions. The proper main and side quests in Cyberpunk, for my money, are almost universally good to great, with very few misses. Story quests often involve interesting conversations, or even setpiece moments that wouldn't feel terribly out of place in something like Call of Duty. These are amped up by high quality one-off first-person animations sprinkled throughout, which again wouldn't feel terribly out of place in a big budget linear shooter. Side quests can be a bit quirkier or lower key, and I greatly enjoyed all of the chains involving recurring characters. While I liked the quests, the main story didn't fully put its hooks in me. Protagonist V is very much their own character, but the game doesn't do enough work to really establish them and connect them with the player (the ending rang a bit hollow for me as a result). Underneath main and side quests are gigs, which are basically the enemy camps of Far Cry, albeit with some variation. I actually did a ton of these in the early game to make money, and found them to be satisfying and paced extremely well – short and sweet. It helps that I enjoy the core gameplay, I guess. The dialogue system crops up in all of these tiers of activities, and Cyberpunk presents this very well by often allowing the player to move around a space while a conversation is happening, or letting them look at a certain character or object to trigger a different choice. Choices and consequences aren't too significant for the most part, though conversations themselves play out in a slick and interactive manner.

Cyberpunk 2077 is a game of utter disappointment, sure. It's also a game that, after facing the reality of what it was and meeting it on its level, I had a great time with. The guns are killer and the city is absurd. The quests are good. The soundtrack is good. There's also a lot of shit that feels unfinished, and that's a damn shame. Night City is a fantastic canvas to paint on, and I'm very interested to see what this game looks like in a few years if CDPR hopefully continues to add to and improve it. The concept of this game deserves something greater that even slick ass reload animations can't compensate for.

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VII. Yakuza: Like a Dragon

Absolute fuckin' shocker of the year: I played a Yakuza game, it's an 8/10, and it's somewhere in the bottom half of my list. At least it doesn't have the somewhat crusty combat of previous titles, even if the new system brings a whole heap of new problems. Like a Dragon ditches the old brawler system for a turn-based affair, and makes good on a few things at least. The UI looks to be strongly based on Persona, with each major action mapped to a different button for easy access. The game always indicates which character will act next, and there's an interesting presentation where the characters' AI can freely roam a battlefield with only limited warping when attacks are performed. All neat on paper, but the game started to lose me with its balance. Like a Dragon is insanely easy for the vast majority of the game, and then you start rubbing up against some endgame bosses that damn near require you to complete a somewhat grindy side activity first to power up. Key systems like jobs also take a super long time to get access to (15 hours for jobs, in my case), and the job system itself also has a highly dubious mechanic of each job leveling its stats individually (thus discouraging switching), but none of this affected me quite as much as it might sound because at least it's different. Having only played Yakuza 0, Kiwami 1 and 6, I was already sick to death of that combat, and the turn based stuff here is a genuine breath of fresh air.

Outside of combat, the rest of game is some Yakuza ass Yakuza. The story is gripping. The substories are wacky. New protagonist Ichiban is my favorite character of the year for how fuckin' wholesome he is, and each Dragon Quest reference he earnestly made touched my heart. The rest of the party are mostly a bunch of olds, making them a pretty unique bunch for a JRPG. I also played with *gasp* English voice acting, and it was surprisingly great. The actors handle emotional scenes very well – whether it's sadness or hype – and Ichiban's VA would be a top contender for my favorite performance of the year. The ending is some heavy stuff, and he nails every second of it.

So why is this game placed where it is? The story is really some great stuff, even if it has a few moments of peak Yakuza absurdity. The characters are likable, and the music is bangin' as always. It's Yakuza, only with its rough edges shifted around, and in it's own weird way that's enough to justify it being somewhere on here. But the cherry on top for me is the theming. This is a JRPG, but you aren't knights fighting slimes. No, this is a JRPG in which your party can be komposed of classes including a breakdancer, a cop, an idol, a club host, and of course, a homeless guy. Enemies include strange men wearing trash bags, creeps wearing only trenchcoats and underwear, and otaku fanboys. Your mage character doesn't cast fire spells with magic – instead, he pulls out a lighter and ignites his stank breath. You switch jobs by going to an employment center in the city because, you know, they're jobs. There's a level of wackiness to all of the systems that had me amused throughout the whole game. It's super endearing, even if the finer details have major room for improvement.

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VI. Demon's Souls

"Get Demon's Souls," they said. "It'll be fun," they said. This game was not a good experience for me when I tried it sometime after launch but before Dark Souls 1 released. The game repeatedly handed me my ass with its strange mechanics, punishing deaths, and obtuse systems. But of course at some point I "got it," and I've been in love with the series ever since. Demon's has a special place in my heart for being my first Souls game and for doing many things differently than its successors. The bosses here are less arena fights, more gimmick or terrain-based fights that can sometimes play out completely differently depending if you take a ranged or melee approach. The game is almost completely non-linear, empowering the player to tackle areas in the order they're in the mood for or feel they'll get the best rewards from. The game's size is also the most manageable of the series to me, and there's never a point like getting the Lordvessel in Dark Souls where it starts to lose me on replays. While I'm not overly fond of Shadow of the Colossus as a game, playing that remake made me realize that Bluepoint had "it." They were the best choice to remake Demon's Souls, and I'm so glad they did. The original is an easy game to overlook when considering it's prototypical in many ways and has been trapped on PS3, and I hope it finds a new audience on PS5.

What a fantastic remake. It's mostly aesthetics, but the new graphics, animations, audio and performance are all stunning. I don't agree with absolutely every visual change from the original, but it's hard to complain when everything looks and runs this good. 3-2 was probably my favorite glow up...just needed a whip to complete those Castlevania vibes. The load times are utter madness compared to the original. The heavy and precise audio design may be the standout here, along with every weapon type having new, unique animations for both one and two-handed backstabs and ripostes. Some minor quality of life changes definitely help, like being able to upgrade weapons with materials in storage and the ability to warp from archstone to archstone without having to visit the Nexus. There's even the password matching system from later Souls games for easier cooperation. This game is very addictive for me as well. The lightning quick load times and smooth framerate make the game just so playable. On a whim, I can start up a new game, and just like that it's four hours later. There are no technical barriers here that impede the urge to play, and I think that's going to be a recurring theme with this gen.

Demon's Souls still holds up for me in most of the areas that count. Yeah, some of the systems around the edges like tendency, weapon upgrading and healing aren't the best (and in some cases were more optimized in later games), but I still think the general meat and potatoes of level, enemy, and the particularly unique boss design is still compelling. I think what stuck out to me the most after playing this again was how much more Demon's forces you into its pacing through its level design compared to later games. There are a lot of cramped environments filled with tough enemies, so you can't easily dash through (and 5-1 in particular forces a very reactive style with its enemies and environment). The bosses are generally on the easier side, but the levels are still tough even after playing every one of these games. It's not that they're constantly challenging, but there are plenty of spots in each where you might only get one, maybe two chances if you're lucky to do the right thing, and if you fail you die. It's a devious and sometimes downright…evil (to quote a bud) game with the way it combines level design, enemy placement/behavior and traps, but that makes it so satisfying to overcome for me. On top of that, checkpoints remain sparse. The sense of oppression is still there from the original as well. The numbing monotony of Latria that can lead to an easy slip into a pit, the excruciatingly claustrophobic mines of Stonefang, the disorientation of Valley of Defilement, etc. Demon's has a vibe for me that no other game in the series has been able to fully replicate.

I'm underrating this game on the list because it's ultimately a remake that adds very little to the original experience outside of sprucing up the technical side of things, but I had as much fun with it as with anything else on here, having put nearly 35 hours into it and obtaining the Platinum over a long weekend at launch. With the remake, it might even be my second favorite Soulsborne title after Bloodborne. I love its relatively short length, it's nonlinearity, its oppressive environments, its dastardly enemies and traps, its silly ass bosses, and how damn easily I can jump into it. This is a very high recommendation, even if it's the least original game on here.

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V. Deep Rock Galactic

Did I hear a "rock and stone?"

Danger. Darkness. Dwarves. Three things I didn't realize I needed in my life until friend Papercuts suggested that we pick up this game to get through the week or so before Xenoblade Chronicles: Definitive Edition dropped. What ultimately happened is that I stopped playing Xenoblade after a few dozen hours, while I've sunk 50+ hours into this addictive dwarven capitalism simulator. Now, Deep Rock Galactic is not a glamorous game. As a one of the titular company's combat miners, you'll suit up as one of four classes of blue collar dwarves to extract precious minerals from a planet because fuck that planet we need money. What ensues is an unforgettable experience, equal parts peril and hilarity, as squads of one to four players explore procedurally generated levels through a slew of biomes and mission types in an effort to survive and prosper. And it's real good. This may just be 2020's biggest dark horse contender.

Let's start with the levels. Look, I'm no fan of procedural generation. The concept just feels somewhat cheap to me, and I'd never take it over handcrafted levels. But there's something to the way Deep Rock generates its levels that's feels especially unpredictable and devious. Even 20-30+ hours into the game, I would still be encountering missions with bizarrely creative layouts, or with objectives and hazards arranged just such to be inconvenient in a novel way. I daresay it often feels handcrafted, and while levels often follow a similar structure, the shapes and obstacles in those spaces is never predictable. Environments are also fully destructible and can be mined apart with your pickaxe, in addition to being blown apart by explosives and enemies. Despite being procedurally generated, Deep Rock's levels feel like part of a world, and they can even have a heavy atmosphere at times. Environments are often dark, so you have to make liberal use of recharging flares to light them up. This is not only super thematic, but also adds another level of moment-to-moment engagement by watching your flare cooldowns and trying to optimize them.

Wait…I guess I should back up a bit and explain what's even going on in this game since no one seemed to play it. It's an FPS. You begin on a sort of space station that acts as your hub. There's isn't really a story or anything, but there are predetermined tracks of missions, or "assignments," that offer additional rewards. While some context would have been appreciated, this is solid way to direct players through an otherwise very nonlinear experience. Whether following an assignment or just freewheeling it, you select a mission from the map and off you go. There are numerous mission types, from straight up mining a largely linear or wide-linear level, to extracting specific materials from a large room. There's been some nutty post-release mission types, too. One is basically playing RollerCoaster Tycoon x Tony Hawk whilst playing Deep Rock Galactic (don't ask), and the other is a wild showcase of the game's destructibility. Each mission has indicators for length and cave complexity, and there can randomly be positive or negative modifiers that increase rewards. Then there are several biomes for missions to occur in, each with their own quirks. The desert-like Sandblasted Corridors has caves made of soft sand that only take one strike of the pickaxe to break, rather than the usual two, while the Magma Core is literally destroying itself over time with earthquakes (and mind the lava geysers while you're at it). Each biome also has two types of crafting materials that you'll earn from completing missions there or extracting from those levels, so the game is very upfront about what content you should engage in to be able to craft a certain upgrade, like Monster Hunter. In something that reminded me of Forza Horizon 4's friendly reward system, you can set an overall mission difficulty of Hazard 1 through 5, with each successive level increasing all XP, money and materials gained by a certain percent. It's the kind of system that doesn't feel punishing when playing on a lower hazard level, but can feel very rewarding when turning it up. Deep Rock in general does a great job at servicing players of all skill levels, and this extends to difficulty scaling based on the amount of players in a squad. Solo players even get a friendly mining bot to help them out with combat and gathering.

When you deploy into a mission, a drop pod will deliver you to the level and then you're let loose to do your job. I mentioned that you take the role of a combat miner here, and that's because each level is filled with bugs to blast. The enemies are pretty satisfying to shoot, break apart in satisfying ways, and the weapons you can use are pretty fun to shoot as well. Taking some notes from Left 4 Dead's AI Director, enemy spawns are paced naturally with smaller numbers of creatures that spawn every so often, while hordes will be generated every few minutes to create impromptu holdout-style fights. These fights are especially precarious when they hit at a bad time and your squad isn't in the best position to easily defend itself, and can turn bad real quick. When the hordes spawn is very uncertain, and uncertainty is a running theme throughout each mission. Even after playing for dozens of hours, you never quite know how the environments will be laid out, when the enemies will spawn, and perhaps most importantly, how your escape attempt will go. In a shocking turn of events, the Deep Rock Galactic corporation couldn't give less of a shit about its miners so long as the MULE, the sort of minecart on legs that you deposit minerals into, makes it to the escape pod. And it will make it back, every time…but that doesn't mean you will.

There's an underlying tension to each mission in Deep Rock from the moment it starts. You can be deployed to a mission and everything can be dandy. You can be grabbing a ton of resources, powering through enemies, the works. But then you complete your mission and it's time to GTFO. At this point, an escape pod will randomly drop somewhere in the level and you'll have a limited amount of time to make it there. The MULE will automatically travel to it and leave handy directional beacons that you can follow, but the 'bot is insect-like in that it can crawl on walls and ceilings, and this can leave you in the dust. Did I mention that enemies constantly spawn during the escape? Fail to make it to the pod, and a huge chunk of your mission rewards is lost. It doesn't matter if you were in the mission for 10 minutes or 60 minutes, because it all comes down to this. One missed jump or a slip into a pit can end your chances of making it back…and for levels that are difficult to naturally re-traverse backwards, you better hope you used your class abilities to create a path. And god help you if a Bulk Detonator shows up right as you're about to enter the escape pod. I could write a whole paragraph on this thing. It's a giant spider-like creature with three bulbous weakpoints that are challenging to hit from its front. It creates openings for other enemies, and when it dies, it explodes like a mini nuke, taking all of the surrounding environment with it. Pray to Baby Jesus if you see one during your escape. Deep Rock's escapes are often sweaty palm gaming at its finest.

If you survive, prepare to be showered with rewards. Each successful mission yields currency, crafting materials, and XP, which again are all amplified by your chosen hazard level. Completing missions also earns perk points to purchase equippable passive abilities. Leveling up each class frequently unlocks new upgrades, be it new grenade types, weapon mods, etc., so you're always earning at a good pace. I put my time into each class more or less equally, though my Scout is lagging a bit – nevertheless, each class is satisfying to play and helps contribute to the team. The Gunner focuses on high firepower and can deploy ziplines. The Engineer focuses on close range combat with a shotgun or SMG, can build turrets, and can create platforms with a special gun. The Driller has a pair of mechanized drills to traverse levels easier, and the Scout has a grappling hook which, while an individualistic ability, can combo very well with things like the Engineer's platforms to mine those hard to reach materials embedded in walls or ceilings.

Deep Rock Galactic is also a deeply charming game. The dwarves you command are quite the little assholes sometimes, but are committed to their mantra of ROCK AND STONE. Before you begin a mission, it can be a good idea to buy a round of drinks that grant special abilities. Each player gets a mug, and the emote button becomes a toast. After pounding your booze, you can throw your mug at another player because why wouldn't you. There are a ton of voice lines that make me chuckle, and you can use in-game currency to purchase cosmetics (yes, including beards). There's a lot to collect, and the only microtransactions are for certain other cosmetic items that aren't essential to the experience. Deep Rock feels like a very generous game with its frequent rewards and satisfying progression, and the free post-launch content yields some of the craziest stuff in the game.

Deep Rock Galactic is a game that knows what it wants to be and absolutely nails it. It's not all things to all people, but sometimes you want to go narrow rather than wide. Some sort of story or deeper context would have been nice, but what we have here is a highly unique GAAS done right. There's no FOMO, no predatory microtransactions, and it has a great reward structure that makes you feel great no matter how often you play or what difficulty you play at. The kicker is that it's currently on Game Pass. I highly encourage Game Pass subscribers to give it a go, particularly if you enjoy co-op shooters like Left 4 Dead, though it can be perfectly enjoyable as a solo experience as well. Play this game, people. If not for me, then for Karl!

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IV. Ori and the Will of the Wisps

Confession time: I was late to the party on Ori. After Microsoft's blunders launching the Xbox One, I didn't end up getting one until 2018. Ori and the Blind Forest was one of the first games I played on my Xbox One X, and I greatly enjoyed it for its movement, pacing, aesthetics, and platforming prowess. The unique movement of the character and heart pounding escape sequences actually reminded me of why I love Retro Studios' Donkey Kong Country games. Retro's games give Donkey Kong an unconventional but thematically appropriate heft and weight to all of his moves in a way that's unlike any other platforming character out there, and helps to define his own character. Retro also injected a God of War or Uncharted-esque level of spectacle to its platforming, frequently giving the feeling of barely escaping certain death through thrilling setpieces doing everything they can to kill you. Ori is the polar opposite of DK with their controls, being a small forest spirit that fittingly feels light and agile, yet always precise. Many platforming characters have a pretty high jump, but Ori trades height for increased distance, which reinforces the game's emphasis on being in a flow state with movement. Ori's skills are put to the test with tough platforming challenges not unlike those found in something like Super Meat Boy or Celeste, though they're ever so gentler as to gel better with an overall Metroidvania experience. All that, along with beautiful, lush graphics and a powerful score by Gareth Coker, had me pretty excited for the follow up.

Ori and the Will of the Wisps joins the likes of Uncharted 2 and Donkey Kong Country 2 as a sequel that essentially invalidates its predecessor. Everything here is dramatically improved, with perhaps the most significant improvement being the combat system. And look, I don't necessarily come to Metroidvanias for combat. Super Metroid and Metroid Prime are two of my favorite games in the genre, but I'd be lying if I said the act of dispatching enemies was the high point of those games. I typically come to this genre for exploration, atmosphere, and the feeling of progression from obtaining numerous abilities and power-ups with many of them fundamentally changing how the player views the world. Ori and the Blind Forest's mashy, fire and forget combat got the job done for the most part, but it wasn't a highlight. And that was fine for me because the game still delivered everything I wanted from the genre; however, this wasn't good enough for developer Moon Studios. Ori and the Will of the Wisps now boasts a respectable combat system with high impact melee attacks, aggressive enemies, and flashy spells. Each hit feels satisfying, and the player is empowered to take advantage of a fairly wide moveset. The starting sword boasts a ground combo, a launcher, a thrust attack that knocks some enemies back, a pogo-like attack in the air, and an air combo to boot. There's also a ridiculously satisfying hammer weapon, and spells like Spike have a ton of impact and can be tremendously effective. The combat in Will of the Wisps goes far above the typical Metroidvania faire to become a central and gratifying part of the game.

Superior combat should lead to superior boss fights…or rather, lead to boss fights at all. Blind Forest avoided having boss fights entirely in favor of thrilling escape sequences that leveraged the game's platforming rather than its less-emphasized combat, and while those were fantastic, I always felt like something was missing. Will of the Wisps addresses this with a memorable lineup of bosses with stunning animation and tricky movesets. Though what really makes them is that mini-escape sequences are woven into many of the fights as elongated playable phase changes. Fights can feel very dynamic as a result, and there's a ton of spectacle with each.

I've only avoided talking about movement for this long because it's assumed to be great coming off Blind Forest. And yes, it still feels amazing. Ori gets up to speed extremely quickly on the ground, their light weight enables them to leap great distances, the sudden acceleration of a dash feels amazing, and bashing off projectiles resets all of Ori's "once per jump" movement abilities and can be applied to both platforming and combat. What's really commendable here is the gamefeel of every single one of Ori's abilities. Ori can leap off a ledge, triple jump through the air, perform an air dash, bash off an enemy to reset their mid-air jumps and dash, burrow through sand, drill out of both sand and water like a torpedo, grapple to distant objects, and more, with such effortless and pleasurable ease. I feel it's important to note that all of the maneuvers I just described are all performed with just a couple of buttons via some smart overlapping, so it's tough to get your fingers in a knot even when running a particularly tricky platforming gauntlet. Platforming in Ori triggers a zen state in me that's so enjoyable to be in, and, being a Metroidvania, makes re-traversing areas an absolute blast. This is Nintendo EPD levels of uniformly great gamefeel across a wide moveset, and it must be experienced to be believed.

Great movement can be satisfying in a vacuum but can also wear out quickly if the level design isn't up to snuff. Will of the Wisps has a plethora of unique regions, each with their own gimmicks and ways to keep things fresh and interesting. Ori can hop through portals in Midnight Burrows, drill through sand in Windswept Wastes, fling off spinning wheels in the Wellspring, or cut through water like a hot knife through butter in the Luma Pools. Areas a bit less focused on movement gimmicks, like Kwolok's Hollow with many mechanisms and Baur's Reach with its area state changes, also feel distinct. The use of distinct area gimmicks follows on from Blind Forest in feeling like something that belongs in a more traditional platformer, but works amazingly well in a Metroidvania. Full-on, standalone escape sequences from Blind Forest also return, and they're more of a blast than ever when utilizing the sequel's expanded moveset. Areas here can feel like those in Tropical Freeze or Rayman Legends in their sophistication and polish, only here they're interconnected in a seamless world.

Each area in Will of the Wisps is brought to life by a powerful music score from returning composer Gareth Coker, along with, quite frankly, heartbreakingly beautiful visuals. Every frame is a painting here in a way where I don't fully understand how it was accomplished in just a few years. Swamps, tropical lagoons, ice mountains, harsh deserts and more are brought to life in a way that's almost mindboggling to bear witness to. Each section is scored brilliantly too, from the relaxing piano of Luma Pools, to the stirring piano and strings of Inkwater Marsh, to the cozy vibes of Wellspring Glades, to the driving orchestra of the escape scenes. The OST isn't super catchy or hummable for me, but when playing, it always establishes a strong mood and melds together with the action in a way where they're almost inseparable. The game's cutscenes also leverage the overall aesthetics to great effect, with some efficient storytelling that can lean on the visuals and score.

Will of the Wisps is a deeper game than its predecessor, but not at the cost of complexity. Blind Forest's skill tree is traded out for equippable passive abilities in the form of shards that can be found or purchased. I was never too fond of the skill tree in Blind Forest, to be honest – finding power ups in the world has always been more satisfying to me, and while some skills in Will of the Wisps can be purchased, a fair few are out there waiting to be discovered. There's also only one currency, and it can be used to purchase abilities, spells, weapons, and inventory upgrades. Simple side quests often reward currency and can direct players to areas of the map that they may otherwise miss, and accomplishing them is made easy by a great fast travel system and Ori's inherent ability to re-traverse areas quickly. None of these systems came across to me as overcomplicated or unnecessary, and they elevated the experience for me in yet another way over Blind Forest.

What I really want to mention about Will of the Wisps is its pacing. Pacing is an absolutely huge deal for me in Metroidvania games. I primarily play these games for the feeling of becoming stronger in dramatic and unique ways over the course of a game, and huge lulls between those moments can leave me feeling unfulfilled. Blind Forest had excellent pacing with its progression – both with big movement abilities and smaller health upgrades and the like – and Will of the Wisps carries this smooth pacing forward to a larger, richer game. Blind Forest was actually a pretty short game for me at around 6-7 hours long. Will of the Wisps took me an estimated 12 hours to finish and not once did it ever drag. This is a rare game where I could have gone for more, but what was there was still absolutely satisfying and had me content as the credits rolled.

It's a good thing the game was patched, because it was just chock full of technical hiccups for me when I played it at launch. The framerate would noticeably dive to well under the 60FPS target, and there would be occasional multi-second freezes while I assume the game was loading more of the world. One time, I closed the game and restarted my Xbox in an effort to fix the issue, but then the game quite literally turned my Xbox completely off twice in a row while booting it. Also, the final boss inexplicably made no sound for most of the fight. And while this is less egregious, there was a short delay for loading the map, which is a big no-no for me in a Metroidvania where the player will be constantly checking the map for routing and items. A recent replay on Series X was smooth as silk, but that first run got a little rough.

I don't know what else to say. Will of the Wisps is sickeningly good – an impressive achievement for the genre that blows away its predecessor for me. It's a stunning Metroidvania adventure with best in class movement, excellent level design, fantastic aesthetics, and positive adjective pacing. Any fan of Metroidvanias or challenging platformers should at least give it a try. It might even be the best game on this entire list, or could at least tie for number one. So why isn't it ranked higher? For whatever reason, despite its quality, it just doesn't inspire the same passion within me as the following games. Maybe one reason is that Will of the Wisps didn't surprise me to the extent of the following games. Moon Studios did an amazing job with Blind Forest, and while the sequel is a significant jump, you can trace back and see all of things that needed to be, and were, improved from the first game. Maybe it's because I'm not really attached to the characters (aside from Shriek, poor thing). I mean, the game's 10/10 presentation does everything it can, but I'm just not super into them or the overall story really. My heart must be stone cold…

…actually, fuck that. No more beating around the bush. Let's start over.

*ahem*

Hello, my name is Xtortion, and I'm a mark for guitars, metal riffs, and Japanese bombast.

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III. Final Fantasy VII Remake

Sometime in the late '90s, I went over to a friend's house after school for some video games and hangin' out. When I got there, I saw him playing a mysterious PlayStation game. I gazed upon a spiky-haired hero with a giant sword summoning an old man who stood proudly atop a pillar. As the music swelled, the old man engulfed several foes in a maelstrom of lightning. In this 10 or 15 seconds of gameplay for this game I had never seen before, I was instantly hooked. FF7 wasn't actually my first JRPG – that was Pokémon Blue or Final Fantasy Legend III on Game Boy, but FF7 was my first big time console JRPG. Utilizing the power of the PlayStation, FF7 delivered gorgeous pre-rendered visuals, CG cutscenes, and a dynamic and fluid combat camera, the likes of which I had never seen before. After some persuading, I convinced my parents to buy me the game. According to the back of the box, GameFan Magazine thought it was "…quite possibly the greatest game ever made." A lofty claim, but it's easy to see why it was considered as such. FF7's production values were insane – the game is a sprawling epic with breakneck pacing that swiftly moves the player from one impressive area to the next. All killer, (mostly) no filler. Backed by fantastic visuals and music, along with snappily-paced combat for 1997, the original FF7 remains a seminal JRPG that I'm hugely nostalgic for and enjoy playing to this day. As a result, this remake put a giant crosshair on me, and for the past five or so years, there's been an intercontinental ballistic missile launched from Square Enix that was heading straight for my heart, even if it's only part one.

Final Fantasy VII Remake is a targeted strike of nostalgia. This isn't just a remake that presents a familiar game with a new coat of paint. Utilizing ample embellishment, FF7R aims to be the ultimate experience for fans that grew up playing the original, to the point where I have to wonder how new players feel about it. While still likely an enjoyable ride, there's a ton of work here by the developers to cater to existing fans. Warning: this write up is will be extremely biased and influenced by nostalgia. But I'm letting FF7R get away with this because that's what it's going for. Weaponizing nostalgia is the point here. I'm legitimately impressed by how many things the developers did here to fulfill wishes and subvert expectations for fans of the original, but a big question is why even remake FF7 in the first place? Well, the lust for a remake of FF7 comes from a few different places. I mean, the character models absolutely aren't up to snuff. Cloud's pointy boots and stubby hands are borderline laughable now, for example. And while the pre-rendered environments still look great artistically, they're low res and are only ever seen from a single camera angle. The original English translation is also pretty sketch in spots; while the overall plot is clear enough, the actual moment to moment writing can be awkward.

After the original FF7, some characters like Cloud and Sephiroth had their chance to shine in higher fidelity in games like Kingdom Hearts, but let me be clear: it is absolutely fucking crazy to see characters like Barret, Red XIII, Rufus Shinra, Hojo, and others in this fidelity. Even mainstays like Cloud and Aerith look absolutely stunning here. Enemies receive the same treatment, too, for the 100+ foes in the game. There's a ton of effort put into the models here, and they generally all look great…but there's environments, too. Midgar is basically a giant city where the elite of society live on top of a plate that towers over the slums below. This is an impressive concept on paper, because it directly visualizes the oppression experienced by those in the slums. However, in the original, you only ever received a few fleeting glances up at the plate from down below. Remake, being a fully 3D game with camera control, lets you pan the camera at any time, and I was legitimately shocked with mouth agape when I first saw the slums skybox with the upper plate towering over my head. Similarly, not having the Sector 7 plate overhead after it falls was pretty striking to see. There is an inconsistency to the environments, however, with the game tending to shine with its presentation of industrial areas at night (the Shinra Building exterior is *chef's kiss*), though it can look somewhat lacking during the daytime. Still, each scene is packed with detail, and the town areas feel very lively. I don't normally spend much time gawking in games, but in this game I gawked. I gawked so hard.

Going beyond merely cleaning up the original English translation, Remake fleshes out its characters to a surprising degree. The script for the original FF7 is actually a little sparse. The game moves at such a fast pace that it doesn't have time to be wordy, so Remake ends up pulling a lot of substance out of the relatively little that was provided in the original. I was very worried about how Remake Cloud would turn out, because in all of his incarnations after the original he's been more of a brooding character rather than the initial money-grubbing prick he starts out as, or the goofy but affable hero he ends up as in the original. I was happy to see that Remake nailed his character and how the other characters bounce off him. Cloud's a badass character in the story, but undermines that by being a bit of a tryhard asshole, and characters like Barret and Aerith calling him out on it is the type of interaction I wanted to see. Like in the original, Cloud starts to soften up toward the end of Midgar, and that progression feels pretty earned. For other characters, Aerith is a master level troll this time around, and you can almost feel her glee at fucking with Cloud. Barret is wonderfully portrayed with a high energy militant exterior covering up a tender interior, and I would follow that man to the ends of the earth. I enjoyed the fleshing out of the Avalanche crew, and even minor characters like Heidegger are given more to work with. The writing felt fairly natural to me for a JPRG, and it's pretty efficient. Full-on cutscenes with more complex choreography and camera movements are plentiful, and the overall production values are a throwback to when Final Fantasy was grander. When compared to some of Square's other recent storytelling efforts, Remake's execution is a pretty big win to me.

Remake's overall story is divisive for understandable reasons, namely that it isn't really a remake at all. Or, I guess it kinda is, but it also kinda isn't. Idk. Anyway, everything starts off mostly dandy. The opening of the game through crashing at the Sector 7 apartment might be my favorite unbroken stretch of game this whole year. Aside from a brief encounter with Sephiroth and the plot ghosts, everything is just pitch perfect, but then something starts to take a turn. After hitting the hay for the night, an altercation with a guy that are sick leads to a flashforward to a brief scene from disc two in the original, completely reimagined with modern graphics. When this happened, I nearly grabbed my TV and brought my face point blank with it while shouting "WHATTTTTTTT." Such is the beginning of Remake's manipulation. Manipulation is a recurring theme in Remake, really. From everything to the story itself messing with existing fans, to the use of nostalgic music cues, Remake is a thoroughly manipulative game. Hinging on meta elements, the story eventually spirals out of being a simple remake and sets the stage for something different. Figuring out the nature of the plot ghosts while playing, as a result of my experience with the original, was intensely satisfying to do. The meaning behind the ghosts' meddling in the Sector 5 church ensnared me, as if a shady but ultimately well-meaning TSA agent beckoned me into a private pat down booth during a slow day at the airport. "Curious," I thought. The ending in particular can be a huge point of contention, and it's up to future parts to really make good on it, but I dig the idea. I just hope that newcomers don't feel too lost by the end of the game's final chapter.

FF7R has gameplay, too, and I think it's one of Square's best efforts in quite some time. I haven't been really into Final Fantasy's combat in a while, and Nomura's recent Kingdom Hearts III has good ideas but often fumbles the game's balance. Remake's combat is a return to form and probably exceeds the combat in most other FFs to date. I mean this is the absolute nicest way possible, but FF as a series could be argued to be style over gameplay substance in many cases. Most combat systems in Final Fantasy aren't terribly challenging or thought provoking – even in FF9, which is my favorite of the series, you can kinda just spam physical attacks and your strongest spells, healing when necessary, to get through most of the game. Now, the style of Final Fantasy when it's firing on all cylinders can easily make up for this. Squaresoft's legendary run from FF7 through FFX ran circles around most games in the industry when it came to production values and spectacle, and FF12 was no slouch either. FF7R combines the best of both worlds with high production values and a meaty combat experience.

Combat here is all about setups and payoffs. Block and perform basic attacks in real time to build ATB gauge, and build an enemy's stagger gauge to make them vulnerable. With only two ATB gauges and each skill, spell and item costing at least one gauge, you can't really stockpile too many of them. Using skills and magic is often the best way to stagger an enemy, but they'll also deal the most damage once an enemy is staggered, so you have to constantly be thinking about the best way to use ATB. Even when using basic attacks, the game's presentation flourishes find their way into the combat by way of ample hitstun and particle effects, making each hit feel impactful. Each character has their own basic attacks and skillset that gives them a unique role in combat. Cloud is either a balanced attacker or a situational close ranged tank depending on his mode, Barret is a ranged or close range tank, Tifa is a glass cannon, and Aerith is a support character. You'll want to use all of them, too, because ATB builds extremely slowly on AI-controlled characters. It's essential to hot-swap party members in battle to draw aggro and build ATB faster, and this is one half of the pacing puzzle for me. The other half is the tactical mode, in which pressing the X button brings up a command menu and slows battles to an absolute crawl so you can ponder your next move. While abilities can be mapped to shortcuts for real-time use, I rarely found myself doing that. The ebb and flow of real time combat, tactical mode, and bouncing from character to character in a fight feels very dynamic and kept me engaged. Many enemies are also their own little puzzles and become pressured (more easily staggered) when hit with a certain element, when you dodge a certain attack, etc., so the player is incentivized to learn their quirks through the Assess ability.

FF7R's combat keeps a more RPG style feel with a huge commitment to each action – with rare exceptions like basic attacks in Cloud's Operator Mode, you can't really dodge or block cancel anything, nor are there any significant i-frames on dodge rolls. That means you often have to anticipate the enemy's movements and take defensive actions preemptively, just like in a more traditional turn-based RPG. High-powered enemy and boss attacks are sometimes given a telegraph via the attack's name flashing above the enemy's head, however, so there is some room for reactivity if the player is paying attention. FF7R's combat is just a far cry from the simple system of the original and was one of its more surprising elements for me. This shines especially on the game's unlockable hard mode, which is balanced around having near-max level characters and imposes several restrictions. Most regular enemies can be cleaved through with skills like Cloud's Triple Slash like they're nothing, which lets you get to the real meat - the boss fights. Hard mode bosses often have a new trick or two, and are much more lethal. On top of that, item usage is prohibited, and MP regeneration from checkpoint-like benches in the levels is no longer a thing. Boss fights on hard mode are a true test of mastering the combat system from both a loadout and skill perspective, and replaying the game this way was very enjoyable for me, particularly near the end of the game where chapters can have multiple boss fights to efficiently navigate. Speaking of loadouts, that's another area of significant improvement over the original for me. OG FF7's materia system never really came into its own for me until over halfway through the game where you start getting more interesting abilities to equip and combo, and I never felt like I had to stress over how to use my slots. Even in Remake's early chapters, the player will find more significant materia than in the original, but also have less slots to put them in, which creates an ever-evolving challenge of equipping characters. Total equipment slots by Remake's endgame are more severely limited than in the endgame of the original FF7, yet there's a ton of materia vying for your attention. Spells are generally much more useful in Remake by being able to dish out huge damage and pressure certain enemies, and there's a slew of new supporting materia like Steadfast Block that I wouldn't want to go without. The weapon system is also improved for me over the original, with each weapon filling a unique role without too much overlap. As a result, weapons tend to be sidegrades in power, so feel free to stick with Cloud's Buster Sword if you like how it looks. Just a lot of positive changes all around, but uh, some way to save materia loadouts would be great for part two.

I always love a good climax
( ͡° ͜ʖ ͡°)
and FF7R does not disappoint. I've been pretty mixed on games directed by Tetsuya Nomura as a whole, but starting with Kingdom Hearts 2 that man has generally had a knack for extravagant finales that act as a mad dash to the end through numerous boss fights, cutscenes and setpieces. Beginning with a fight against the regular enemy-turned-boss Swordipede late in the game, Remake begins its own mad dash to the end through Nomura's trademark Gauntlet of Hype™. Laid out plainly, Remake's uninterrupted ending run starting at this point spans multiple hours and consists of no less than five unique boss fights (six if you count the Swordipede itself) – each with multiple phases, and one such boss involving four different enemies – and an extended motorcycle setpiece with four different phases, one of which being its own separate boss fight of sorts, with an accompanying 11 minute long music track featuring numerous phases and transitions to match the action. Yes, the story starts to get muddy in spots here. No, I don't really care, because this is what video game finales dream of being. I felt like I needed the MOAC (Mother of all Cigarettes…jk, don't smoke, kids) when the credits finally rolled and I had a chance to catch my breath. This is legendary shit. And I suppose this as good a time as any to mention that the game's other bosses – at least one per chapter, for over 20 total – are nearly uniformly excellent in both presentation and mechanics. Each has multiple phases with transition cutscenes, music shifts, and hype factor. Fuck Eligor tbh, but for my money this is the best lineup of bosses in any game I played this year, easy.

The game's finale, bosses, and...all of it, really, is dramatically elevated by the game's soundtrack. This 180+ track masterpiece takes Nobuo Uematsu's original score and remixes it, mashes it up and adds to it in ways that are continually surprising. The battle theme is more bombastic than ever, with some versions going in an original direction after hitting the nostalgic notes. The version of the boss theme that plays for the Airbuster, which was its first appearance in the original game, damn near made me throw up the 'horns. On Our Way is cozier than ever. A scene just before the last two bosses is set to an epic fusion of the Opening Theme, Aerith's Theme, and Those Chosen by the Planet. New additions like Critical Shot and Midnight Rendezvous fit very well. The Honey Bee Inn sequence has a whole vocal song and dance number. This soundtrack also features a certain composer that somewhat recently took me by surprise. Not too big of a deal, he just did a little game a few years back that you might have heard of. You guessed it - the composer of

ACKTOHPAYTH TRAYVEHLAH

returns with a great field theme arrangement of Hollow, the game's main theme, and the most threatening version of One-Winged Angel you've ever heard. There's even a cameo by Ace Combat's Keiki Kobayashi for a heart pounding boss tune. This is my OST of the year by a long shot. I normally don't rate remix-heavy soundtracks quite as high, but the remixes here are so bombastic, the mashups so clever, the deviations so surprising, the new additions so striking, that it may as well be brand new with how much of an impact it made on me. Note: I wanted to link some of these tracks, but they seem to be a bit hard to find on YouTube at the moment.

And now, dear readers (you know who you are :3), it's time to discuss some of the game's shortcomings. This is hands down the most flawed game in my top 6 this year by a decent margin. First, there's the filler. OG FF7 remains a brilliantly paced game that swiftly moves the player from each situation or location to the next without ever dwelling on one for too long. By contrast, Remake, representing only a fraction of the original game, pads itself out numerous times along the way to reach the coveted 30+ hours of playtime. There are two main types of filler, with one being in the form of extended dungeon-like sequences where there were none before, such as the elongated train tunnels, sewers, train graveyard, etc. I generally found these tolerable enough because while they didn't add too much to the game's story, they still provided a decent sense of forward momentum, along with letting the vastly improved combat and character portrayals stretch their legs. Then there's the other kind of filler that I'll call Sidequest Hell. At several points in the game, the player will find themselves in a town area with numerous optional side quests to complete. The presentation and narrative context of these quests are extremely weak, even if they usually present a decent reward or involve fighting a unique enemy. The big problem is that these sequences kill the pacing in a way that never happened in the original. After recognizing an instance of Sidequest Hell, you can pull up the quest log and see how many there are to find in that area. There can be numerous quests per instance of this happening, and it's especially egregious when it happens during a point in the story where a certain character needs to be rescued. These don't sink the game for me, but they feel like padding that doesn't need to be there. I think a good 8-10 hours could be chopped off the experience and the whole thing would be much tighter for it. For reference, I did everything In the game on my first run and believe it took me around 40 hours. 25-30 hours would have been just fine, honestly, if things were tighter.

Then there's some shortcomings with the environments. Many textures and objects appear to load at a medium or low level of detail, and this is particularly bad for two specific skyboxes that look like low quality JPGs. Most of the levels are essentially corridors, which may or may not be for loading purposes. While there is a nice realization that happens late in the game regarding most of the game world actually being seamlessly connected, the act of traveling from any given point in the game to another is none too exciting. Certain tedious sections exist like manipulating robot hands with comically elongated animations, and there's a ridiculous abundance of squeezethrough moments that reach a point where they can't all possibly be used to hide loading. Pivoting to combat for a quick second, this air combat ain't it (and neither is boss phase change cutscenes eating damage, though you can pretty quickly pick up on when this tends to happen and time your big attacks accordingly).

There are a lot of flaws, sure. Do I care all that much? Not really. Why, you ask? Well, this is the paragraph where I mention some dumb little moments that make me happy. *deep breath* Bro they turned Rufus' shotgun into a dumbass anime weapon that splits apart and fires lasers the part in the Jenova boss when the original theme kicked in gave me chills wasn't it crazy how everyone was worried the crossdressing scene would be removed from the Remake and it turned out to be the most bombastic scene in the game Wall Market was some Yakuza shit with the kooky characters and underground arena, huh why did they turn the useless characters of Scotch and Kotch into hype announcers that even comment on summons you can't get until later in the game GTFO with Hell House going from nondescript meme enemy to an insane boss fight with a literal drumroll intro and some of the most challenging mechanics in the game it's great how Airbuster now has all this build up in the Sector 5 reactor remember when Red XIII called Barret a 300 pound sack of shit Hip Hop de Chocobo is the dumbest song of the year hey did you know that Rude still won't attack Tifa I laughed my ass off as Cloud clanked his sword against the top of the doorframe at the start of Chapter 3 and I audibly said "wow" as the three Whispers in the penultimate boss fight fused into mothafuckin' Bahamut Yasunori Nishiki's arrangement of City of the Ancients in the ending moistened me...

…and with that, this bit is getting long in the tooth. But trust me, there's more. I'm constantly remembering all the little delightful moments. FF7R was like a smorgasbord of small delights for me that added up to something big.

There might be a ton of flaws with Remake, but I slurped it up all the same. This is Final Fantasy VII Remake, and it's pretty fuckin' good. The characters are well realized and resist being like their more recent portrayals that missed the mark. The game has possibly the best Final Fantasy battle system Square has put out since maybe FF12 in 2006, and tbh I think it's even better than that. The game has a GOAT level soundtrack, and can look really stunning at times. The boss fights are uniformly bonkers, with the ending run being one of the best in recent memory. And I get it – I'm biased. But I really feel like at every opportunity, the game was encouraging me to embrace that bias and run with it. There were a ton of moments that made me want to hop out of my chair and fist pump. Can this game be greatly enjoyed by someone who never played the original? Probably. But as a fan of the original, I felt exceptionally well served by Remake's nods and embellishments. There were countless points where I could not believe what I was seeing, whether that was Midgar's upper plate from the slums, or just seeing legacy characters like Barret in this fidelity. Questions about the ending aside, this game gave me a lot of confidence in Square to deliver with future parts. So many things that could have been ruined weren't, and so many iconic moments were delivered in ways that exceeded my expectations. I can't wait to play Part 2 and am praying to the Unreal Engine gods that it won't take too long.

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II. DOOM Eternal

DOOM 2016 saved my life. I played it shortly after its release while I was in a bit of a slump. You see, I kinda hated Uncharted 4, which released shortly before, for all of its pace-breaking, cinematic, low-interactivity moments that were ramped up from the previous games. DOOM 2016 quite literally throws all that aside in its opening minutes and, while the game forgets about this a few times along the way, it generally makes good on its commitment to be a no-nonsense video game-ass video game where there are things to kill and find, and Doomguy is the perfect character to do just that. DOOM 2016 was ultimately my game of the year, but over time and after a few playthroughs, the cracks started to show. While the game looked, sounded and felt amazing, there was a strategic and tactical depth that was lacking. Several mid-game upgrades were ultimately too powerful and led to the combat playing out as a visceral, yet shallow affair – a somewhat hollow power fantasy. Enemy variety dropped off hard around the back third, and there weren't enough level gimmicks and environments to make up for it. There was also an emphasis on large-scale locked arena fights, with few smaller-scale fights in between to vary up the pacing. The game served as a great foundation for a sequel, but I still wasn't ready for how DOOM Eternal stepped it up. I would argue that Eternal has one of the best combat systems ever developed, and possibly the best action combat ever devised by a Western studio. Nearly everything I enjoyed about DOOM 2016 has been ramped up significantly, to a degree where it feels multiple sequels ahead of the original. All of this is wrapped in a package with gorgeous graphics, fantastic music, quick load times, and a buttery smooth 60 FPS on console, even at high resolutions on now-last gen Pro consoles. But we gotta start with the combat.

DOOM Eternal's combat is ridiculous. It's audacious. It's almost overbearing. And I love it so much. There a million things I could start with, so let's throw a dart at the proverbial wall and talk about weapons. While most weapons are carried over from 2016, there have been numerous refinements to both distinguish and strengthen many of the lesser utilized guns from that game. The Super Shotgun, Gauss Cannon, and Rocket Launcher were the go-tos in 2016 for good reason: they provided ridiculous damage with few drawbacks or situations they weren't optimal for. Eternal encourages the use of the player's entire arsenal partly because ammo is more limited this time around, but also because each weapon has a more defined purpose. The Heavy Cannon was all but useless compared to the tier 1 guns in 2016, but its precision shot mod now has the added utility of being able to one-shot enemy weakpoints. The Chaingun's primary fire no longer has a spin-up time, giving it a net buff and also letting it ditch the faster spin-up mod from 2016 for an energy shield that can both block incoming shots and let the player ram enemies to knock them off balance. The Ballista, essentially a reskinned Gauss Cannon from 2016, remains a ranged beast but refines the overpowered siege mode mod into the DESTROYER BLADE, which is a wider projectile that might actually be stronger than Siege Mode (or at least more versatile), but with the detriment of a longer charge up time leading to less general usefulness. The Plasma Rifle trades its stun bomb mod (now repurposed as an ice bomb that the player always has access to) for a microwave beam that can lock down slippery enemies or finish others off with an area of effect explosion, its Heat Blast is a forgiving option for blowing off enemy weak spots, and its primary fire now overloads enemy shields. The Combat Shotgun's new full auto mode is also much stronger than the underwhelming burst shot from 2016, and its grenade launcher is a particularly effective alternative for destroying enemy weak points, with a buffed capacity of three shots before having to reload instead of just one. The Super Shotgun and Rocket Launcher might both be stronger than in 2016, though the Super Shotgun trades its all-powerful double tap mod for the enhanced mobility of the Meathook, while the Rocket Launcher now fires slower projectiles that deal more self-damage. Director Hugo Martin has talked a lot about polishing the game's "chess pieces", and I feel that the team accomplished this greatly not only with the weapons, but also the enemies.

DOOM 2016 had a pretty good cast of bad guys to blast, even if the game ran out of new ones long before it ended. Not only does Eternal nearly double the enemy count from the last game, but it also refines each one into a clearer role on the battlefield. Fodder enemies like Imps, Soldiers, and Gargoyles generally aren't too strong from a distance but this time their melee is a massive threat. The Revenant hits a lot harder now, as does the Mancubus, the latter of which has been tuned to immediately use a highly damaging AoE blast if the player gets too close. The new Arachnotron behaves like a mobile turret, and the Cyber Mancubus and Dread Knight use area denial tactics. New "super heavy" demons like the Tyrant and the DOOM Hunter have an imposing presence on the battlefield and encourage dispatching less powerful enemies before taking them on, while the Marauder damn near demands this due to the focused reflex test of fighting him. Pressure units like the Hell Knight do a better job than ever at keeping the player running around the arena, while the teleporting Prowler can easily get behind the player if they feel inclined to hunker down in a corner. Other new additions include the Whiplash, which acts as a close range distraction unit, and the Maykr Drone, which serves a similar turret function as the Arachnotron but has a quirk where it explodes into a shower of health and ammo when headshotted, leaving the player to evaluate when to leave one alive and when to take it out for loot. The Carcass is a particularly devious new foe that becomes a high priority due to its ability to spawn shields that can be tactically overloaded by the Plasma Rifle as a makeshift explosive barrel, though the shields can also stop the Slayer in his tracks and lead to self-harm if it blocks a close range rocket. Introducing an elusive Archvile or buff totem into a fight changes the dynamic completely as the player must make it a top priority, and the Cacodemon is now a ridiculously damaging glass cannon with a glaring weakness…but RIP if he sneaks up on you and starts chowing down. Enemies have generally been buffed across the board, though the addition of weak spots like the Arachnotron's turret and the Revenant's rocket launchers give the player an opportunity to pull off a clutch shot to make a foe much less effective and move them down the priority list. This is a top tier rogues gallery with both mooks and heavies being distinct, interesting, and satisfying to take down. They're tons of fun to kill, too, with a destruction system that turns their bodies into impromptu health bars as each bit of damage knocks chunks off them. Glory kills return from the first game, and id's animation team outdid themselves with some ~fiendishly satisfying~ kills. Shout out to whoever animated the glory kills for the Prowler and Whiplash, goddamn.

The Slayer's weapons are powerful, but enemies have been tuned to be more lethal than ever. To help deal with this, the Slayer now has a large suite of innate abilities that he can use to better control the fight. The dash can be used on the ground or in the air for quick escapes, relentless pursuits, and tricky dodges. Frame-perfect single dashes on the ground became my go-to movement somewhere near the midgame, and doing this makes you a speed demon. The new Blood Punch is a super charged melee attack that deals massive damage in a shockwave and falters enemies. The Slayer's plethora of ultimately unnecessary throwable equipment from 2016 has been refined into the shoulder launched frag grenade, which falters enemies, and the ice bomb, which freezes enemies in place. Both types of grenades synergize well with the rest of the Slayer's kit by opening up combos and follow-ups with weapons and the Blood Punch. Finally, the new Flame Belch lights enemies on fire and makes them drop armor, which is crucial given how hard the enemies hit. The Flame Belch and the grenades operate on cooldown, along with the ammo-granting chainsaw that now recharges back up to one pip for effectively infinite use on fodder enemies. What's really great is how these systems all bounce off each other. The Mancubus' close range AoE can be sidestepped by faltering him with a frag grenade before closing in, and freezing enemies is a great way to set up for a multi-kill after setting them on fire for mass armor shards. Or, you could simply ice bomb a powerful foe and unload on them with a Blood Punch and your strongest weapons for a quick kill at the cost of going narrow rather than wide in your assault. While some tools solve distinct problems, there are a ton of ways for players to express themselves depending on how skilled they are, the level of risk they're willing to take, and what resources they're willing to trade in the process.

So all that's a lot, right? Numerous weapons, each with two alt fires and distinct situations they're good in. Numerous enemies, each with their own attacks, synergy with other demons, and weapons that fare well against them. Numerous Slayer abilities, with the Flame Belch to regain armor, the frag grenade to damage and falter enemies, the ice bomb to lock enemies down, the dash for some crazy mobility, the chainsaw to recover ammo, and the Blood Punch as an enemy-faltering "get out of jail free card" that can also be used as a high damage attack or crowd clearer. Wait, did I mention that the Slayer also gets the screen-clearing BFG-9000 and a fucking one hit kill energy sword? The game rolls out these mechanics and enemies one at a time, but at some point you have to put it all together, and this is where it's sink or swim. The game is overwhelming, full stop. There's so much you can do, and the enemies are relentless enough that you almost never get too much time to think about your next move. There aren't just a couple enemies at a time, either – even as soon as the third mission, there are arenas that can last minutes at a time with numerous strong foes thrown at you like a demonic carpet bomb of intensity. But if you stick with it, at some point it clicks. You go from forgetting to recover armor with the flame belch, misusing grenades for minimal effect, fumbling with precision shots on enemy weak points - to really embodying the Slayer, mixing and matching abilities and weapons and enemies while effortlessly flowing through each intricately designed arena, ping ponging through portals and off jump pads and across monkey bars, sniping enemy weakpoints with the precision bolt, blowing up energy shields with the Plasma Rifle, seeing a group of three fodder enemies, spraying them with fire, blowing them up with a frag for a shower of armor shards, meathooking an enemy to launch yourself halfway across the map for an aerial assault before finally freezing a Cyber Mancubus and killing it in seconds with a Blood Punch and a helping of point blank Super Shotgun you fuckin' piece of goddamn motherfuckin' shit. This combat is unreal.

Juggling resources, threat prioritization, and maximizing the value of weapons based on their distinct strengths and weaknesses are the kinds of things you're forced to think about while playing DOOM Eternal. Oh, and it's all happening at a million miles an hour. Stop moving for more than a few seconds and you're dead meat. There's really no mental downtime like in 2016 when the solution to every problem was obvious. Combat in DOOM Eternal, once got to grips with, is like being in big brain mode at all times, constantly doing genius level shit while the game tries its hardest to kill you at lightspeed. Brief pauses in the action from glory kills, chainsaw kills, and the weapon wheel slow-mo are all you get to take a breath. I've had tons of fights where after it's over, I loosen up and notice that my body was incredibly stiff the whole time, my heart was pounding, and I hardly blinked. A game hasn't pushed me this hard since Sekiro, and this was happening from relatively early on in the game while playing on the third of four difficulties. Also unlike Sekiro, which is a bit more lax outside of its boss and miniboss encounters, Eternal reaches a point where nearly every fight had me sweating. How the fuck did this combat make it into a AAA mass market video game? The kicker is that Eternal pulls a Metroid Prime 2 or Hotline Miami 2 and assumes the player already played the first game, quickly ramping up its demands to the equivalent of the midgame of the previous outing. But for all the demonic adversity, I didn't find Eternal to be a frustrating game, either. Lost armor and health can always be recovered in some way, and I felt that bad decisions led to my deaths. Eternal also has an interesting tutorial and codex system where it straight up discloses all the strengths and weaknesses of each enemy when you first encounter them. This may be off putting to some, but given the frantic pace of the combat and the many enemies it throws at you, I was happy to skip the experimentation phase and move right along to the git gud phase.

Good combat can carry an action game, but level design is what can take it up a notch. Games like God of War II and Ninja Gaiden Black are particularly adept at using action-adventure elements and incidental encounters between big arena battles to vary up the pacing and provide more variety in the experience. DOOM 2016 was somewhat lacking in this – while there were plenty of interesting secrets to find, the overall gameplay was underdeveloped outside of the arenas. Eternal addresses this in two ways. First, platforming sections build off the Argent Tower stage of the previous game to provide numerous jumping challenges that feel satisfying to pull off and incorporate the dash, monkey bars, and a new wall climb mechanic to great effect. Second, smaller encounters between the arenas are much more of a thing now. The first level has a cute section involving an Arachnotron and a few goons in a subway station while projectiles are spat out from the walls, and another level has the player ambushed by two Hell Knights in a narrow passageway. In the latter case, the game can get away with sudden ambushes because the ice bomb can be used to stabilize in those situations and is a core part of the player's moveset. Most levels also have their own quirk, either visually or mechanically. I love the forward momentum of ARC Complex, for example. It feels like a high-intensity action movie as the Slayer barrels through streets and office buildings as enemies are constantly jumping through windows and busting through walls to ambush you. Mars Core is an epic mission where you start out fighting up to the BFG-10000 as it bathes the area in green light whenever it fires, then you platform vast distances above the surface of Mars before finally taking down a horde of demons in an ancient city near the planet's core. Super Gore Nest follows an interesting structure where three keys are needed to unlock the stage's final area, and it ends with a thrilling timed escape. There are arguably no losers here when it comes to levels, and each one stood out to me for one reason or another.

I found the levels to be well paced overall, with a good amount of environment and design variety within them. Secrets return from DOOM 2016 and are as fun to seek out as ever (except for a select few *glares at Taras Nabad*), and there's a great quality of life addition with fast travel being enabled at the end of every level so that the player can mop up collectables in different areas of the stage that might no longer be accessible. This feature in particular really goes above and beyond for this kind of game, and its inclusion really speaks to the game's polish and thoughtfulness. You'll want to find those secrets too, because they power the DOOM Slayer up in a way that feels almost necessary to combat the game's challenges. Weapon upgrades, perk-like runes, and tokens for passive suit abilities are earned in the stages for much of the game. While all levels have ample collectibles to find, the player will likely be stocked up on all the rune and suit upgrades they need by the final third of the experience; still, weapon mastery tokens and mastery challenges help keep the progression meaningful deep into the experience.

Here's what's crazy: all this game design nirvana doesn't really come at the cost of much. For starters, Eternal is a stellar looking game, with dense, detailed environments and some great art direction. Visually, there are vistas aplenty here that tell stories about the world, enemies break apart in satisfying ways when you shoot them, and even the weapons have some neat animations despite having no reload mechanic. Framerate isn't a cost either, and the game ran sharply and silky smooth for me on Xbox One X at 110 field of view. And hey, load times are somehow short, with fast travel within levels being nearly instant (even when the environment changes drastically – this truly boggles my mind). But it's music that really ties the experience together, and composer Mick "What if David Wise, but Metal?" Gordon returns with an OST that tops the first game's. I like DOOM 2016's OST a lot in context, but it wasn't super listenable to me outside of fan favorite BFG Division. Eternal's OST continues the hard hitting metal and electronic aggression from the previous game, but its music feels a bit cleaner to me in execution than 2016's with clearer, more sustained melodies for each track that are easier to follow. Several tracks stand alongside BFG Division, with the Nekrovol combat theme being a huge standout to me - it's so fucking heavy and mean and makes me want to rip an army of demons in half, and the first level theme is also great when the drop hits (take notes, Tiesto). When I'm firing on all cylinders in combat with the music blasting, it's like I'm in a raging trance. It's fucking glorious. Ambient stuff is no slouch either, with the Heavy Metal Choir™ coming in with a force that nearly makes me shudder. The sound design is also greatly improved from 2016, with beefier weapon sounds and clear audio cues for the different cooldowns.
Also, little shout out to some of Eternal's music cues. I don't recall 2016 having any moments like in Eternal when the first Hell Knight spawns and THIS FUCKIN SONG kicks in, or when a Revenant busts through a wall later in the game, accompanied his own hype music. Always a nice surprise when that happens.

Few more things: Okay, so I went back and forth on prefacing this whole thing with "I played this on an Xbox Elite Controller with all four paddles." This is a demanding game for a regular controller. I honestly wouldn't argue with someone who said that it wasn't comfortable to play on a standard gamepad. It's been super helpful for me to have jump, dash, and Flame Belch on paddles for easy access while moving, shooting and looking. But damn, this is at the edge of what a stock controller can handle. Is this a good or bad thing? I don't know.

The story here generally isn't much to write home about. Doomguy's comedic aggression isn't as frontloaded as in 2016, and I wish the wackiness of the Phobos mission was replicated in more of the campaign. Things get a little more interesting once a character from 2016 returns, though the story is generally a lot of high fantasy meets sci-fi nonsense that barely strings together the missions. This isn't really a con (Khan? :p) for me since I'm pretty much just here for the gameplay and aesthetics, though the story could have worked harder to elevate the overall experience. Some cutscenes now take place in third-person which can be hit or miss, but thankfully they're all skippable rather than locking you in Samuel Hayden's office for a minutes-long monologue. While the story's presentation doesn't knock my socks off, it's worth reading the codex this time around to make a few moments hit harder.

Lastly, the boss fights here underwhelm me personally compared to 2016, but I've made peace with it because the combat just has a different vibe. DOOM 2016's "one size fits all" approach to combat likely made its bosses a bit easier to navigate than they would be here in Eternal, where ammo is limited and the tools are more specialized. Eternal is more about crowd control and prioritization than the previous game, so I guess it makes sense that the design of the boss fights got changed up a bit. The bosses themselves are mostly fine, though. I won't count the DOOM Hunter since he's basically a regular enemy, but I enjoyed the Gladiator for being the most traditional boss, along with the penultimate boss for its satisfying gimmick factor, and the final boss for adding one extra thing to juggle on top of the massive juggling act that is DOOM Eternal's combat. Different approach, but it mostly worked…even if I'm all about the pure "1v1 me bro" contests at heart.

I remain baffled that the intricate and technical gameplay in DOOM Eternal is presented with this level of quality. This is the apex predator of single player FPS combat – demanding, ruthless, and ridiculously satisfying to get good at. But what really puts Eternal over the top for me is how unique it is. While it's built on the bones of DOOM 2016's excellent feel, Eternal represents an advancement in combat design that feels like it's two sequels ahead of the previous game. I'm not sure what it can even be compared to in its own genre, so…comparisons to Japanese action games are the next best thing. Imagine an FPS with the deep arsenal of Devil May Cry, the lightning speed of Bayonetta, the lethal efficiency of Ninja Gaiden, the uncompromising challenge of Sekiro, and, well…that's DOOM Eternal. There's a level of care and attention to each of the numerous elements of the experience, from the weapons and enemies to the movement and the player's mechanics, that I really feel this is probably one of the best action games ever made with quite possibly the best single player FPS combat in existence. That the level design, aesthetics, and technical performance are all at this quality just puts it over the top. This is a special game, one clearly made with an abundance of care from the developers, and I couldn't recommend it enough to fans of combat-based games. There's a significant learning curve, but mastering each of the tools and implementing them in a hypnotizingly brutal torrent of destruction is fuckin' something else. If FPS campaigns never get better than this…my smile and optimism will still be Eternal.

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I. CrossCode

Here comes the big one.

CrossCode is one of those indie games - one that was in development by a small team for the better part of a decade. While a lot of indie games tend to go narrow in their approach by focusing on a specific mechanic or design niche, CrossCode goes ridiculously wide in the scope of what it's trying to accomplish. Now, kitchen sink game design can be a trap, with too many elements diluting the experience and ultimately pleasing no one. It's easy to imagine a game in development for a long time where the developers keep bloating the experience, and CrossCode nearly falls into this trap on paper because this game is like, everything. And it's not like I knew what to expect. I occasionally heard positive impressions for Crosscode from various places over the last year or two, but I never looked too closely. When it launched on consoles (and Game Pass!), I had to check it out. Let me try my best to explain: all from a classic 16-bit JRPG or 2D Zelda top-down perspective, CrossCode offers real time action combat, puzzles, platforming, and a suite of RPG systems such as quests, character progression, and equipment. But there's an elegance to each of these elements that doesn't dilute the experience – rather, each piece contributes to a whole that's more fleshed out than many AAA games I've played. This game spins its wheels less in the roughly 45 hours it took me to finish it than some games do in 8-12. It's unbelievably good and not anime at all.

Why? To start, the thing that hit me immediately when loading up CrossCode was how crispy everything feels. Tilt the stick, and the character almost instantly takes off at top speed and moves at a good clip. Attacking enemies is snappy and satisfying, and the 3D Zelda-style "run off a platform to jump" mechanic is super smooth, with ample analog control and an effortless fluidity to its movement that wouldn't hit quite as hard if jump was on a button. Dashing can be performed up to three times in succession, granting an extra crispy exponential speed boost and encouraging precise timing to skirt the short cooldown after every third dash. The controls are also well-designed, taking cues from the Soulsborne series by mapping primary mechanics like attack and dodge to the shoulder buttons, thus freeing up the right stick. This is because, in addition to *ahem* real time action combat, puzzles, platforming, and a suite of RPG systems such as quests, character progression, and equipment, CrossCode is also a twin stick shooter. At any point the player can use the right stick to aim and shoot projectiles, which becomes a crucial gameplay mechanic for both combat and puzzle solving, in addition to the handy feature of using the aiming line to help judge if a jump between different elevations is possible.

Let's dive deeper into the shooter element, because this is often the crux of CrossCode's puzzle design. Shooting is how protagonist Lea interacts with most objects in the world, such as inserting a key into a locked door. But here's the kicker: after a quick charge period while aiming, Lea's next projectile will have the ability to ricochet up to three times off surfaces. Ricochets add a whole different element to puzzle solving because it's not just what you have to do – it's how you actually have to do it. An act as simple as shooting a key into a door becomes its own puzzle since ricochets will likely be involved. This mechanic starts off simple, using a few ricochets here and there to solve puzzles or attack enemies' weakspots, but the complexity comes in when having to consider ricochets in combination with other interactive objects, along with different elements that Lea can imbue into her shots. This is what could be described as having a feeling of analog puzzles – simply using the correct tool on the correct object isn't enough here, and there are sometimes multiple ways to solve a puzzle based on how you aim your shots. CrossCode's puzzles are like locks you have to crack to move to the next area, and just like picking a lock, you can't just jam your lockpick in and have it work. Sometimes you have to massage it just right to achieve the intended solution. Even if the high level solution is figured out, you still have to find just the right angle to ricochet off walls, with the correct element, interacting with any relevant objects in the correct way to remove barriers or create a ricochet, often while under the pressure of a timing element. Let's just say the execution of the game's final puzzle had my hands shaking more than any combat encounter could ever hope to. The puzzle design here is absolutely bonkers in a way that gave me some of the highest GBPM (galaxy brains per minute) of any game I've ever played. The game doesn't hold your hand, either. Lea may have limited tools to use on the environment, but the variety and challenge comes from the sheer number of environmental objects and how they can be affected by different interactions to solve problems. Often I would walk into a room – the game saying nothing, of course – and be faced with a new object. After some trial and error, I would intuitively figure out the properties of the obstacle and maybe even use it to my advantage. Other rooms would have me walk in dumbfounded, not knowing what the hell I was looking at or what the game was asking me to do. But taking it slow and breaking down each situation piece by piece is the key to puzzle solving here, along with working backwards from a solution. CrossCode's puzzles also don't tend to have a lot of waiting involved, which is something I appreciate a lot in games like Resident Evil 4. Once you figure out the solution, you can solve almost anything in a short amount of time. The game puts a lot of trust in the player to experiment with and intuit its situations, and this succeeded for me in most instances.

Elements of puzzle design even extend into combat. While some enemies present straight-up brawls, many have weaknesses or patterns that need to be exploited. Some enemies become vulnerable when hit with a charged projectile while charging their own attack, some enemies need to be hit from behind, and some need to be parried with a precise guard to open them up. Whilst opening them up and dishing out a subsequent beating, CrossCode just feels incredible to play. Attacks are dash cancellable, giving Lea the option to dance around the battlefield while attacking enemies. Special attacks can be performed using a meter with a generously short cooldown, and good god the feedback on these - fueled by meaty sound effects, dazzling special effects and smooth animations - is really something to be experienced. You can even cancel regular attacks into special attacks, adding more nuance to the system. Lea can imbue her attacks with a variety of elements, though overusing an element for too long will lock her down in neutral mode, so there's a risk/reward of how far you want to push with an element. Boss fights are over the top in their presentation and often ramp up the puzzle solving even more (hell, some of the bosses even reach Platinum Games levels of hype). There's a seamlessness between the combat and puzzle solving in CrossCode that makes both systems feel cohesive, and that's not even considering the several puzzles and combat encounters that add platforming into the mix.

Tying the elements of puzzle solving, combat, and platforming together is level design. CrossCode has some of the best level design I have ever seen in a video game. Let's digress a bit and briefly talk about Sanctuary Fortress – the undisputed pinnacle of 3D level design – from Metroid Prime 2. Sanctuary Fortress is a triumph of navigation, but it also excels at its spaces being dual-purpose. So many rooms in Sanctuary Fortress have Spider Ball tracks that lead every which way – some optional, some not – and it feels extremely dense in its utilization of space because of this. CrossCode takes a similar approach, except this time you don't typically need an upgrade to access the goods; instead, it's all in your ability to recognize and understand different layers of paths.

CrossCode is an RPG, and RPGs have towns (when they're not HD and too hard). Towns have markets, or vendor areas. Vendors have little tents or buildings they're in. Same with CrossCode, nothing out of the ordinary…except for one thing. That chest over on that roof that you can't reach? That short stack of supply boxes next to that vendor tent? Yeah, you can totally use those boxes to hop onto that tent, leap from overhang to overhang, and ultimately jump to the chest. So that market you ran through to upgrade your gear? That whole thing was actually a hidden platforming route. Coming to understand this concept reframes CrossCode's level design throughout the entire game. Nothing is at it seems. That unassuming little hill you just ran by? Actually, that's a crucial stepping stone in an optional platforming route to get a chest or access a secret area. How do you access the platforming route? Start from a hop up and trace the route backwards. The route seems to extend to a whole other screen, or even multiple screens? Well, yeah, that's CrossCode. Put your Prince of Persia hat on and trace that shit around the proverbial room until you have it all figured out. Hop up at just the right spot to gain elevation, and you can start your route. But hey, mid-route there could be an optional ricochet puzzle to test your mettle and unlock the way forward. Everything is intertwined. Solving a platforming route, along with any required puzzles, will most likely net you a chest containing stronger equipment or materials to trade, which feeds into the combat. Finding a single hop up to higher ground is like pulling a string and can start a chain of events to unravel an entire area's layers, sometimes across numerous screens. This game design creates a flow where you can't turn off your brain for a second. While running through almost any zone, you'll need to be ready to tackle enemies, hop ups to higher ground, platforming routes around the area, and the many environmental puzzles found outside the game's dungeons. As a result, CrossCode is an extraordinarily dense experience where each screen has numerous ways to keep you fully engaged and thinking at all times.

Field-style zones form a large part of the experience in CrossCode, but there's also the Zelda-like dungeons that love to throw puzzle rooms at you with ruthless aggression. You have small keys, a mini-boss to obtain a new ability, a boss key, and a big boss at the end. While the dungeons have some exploratory elements, they lean less towards overarching puzzle box design in the vein of Snowhead Temple or Eagle's Tower from Zelda, and instead take a more Portal testchamber-style approach, opting for a generally more linear style that ramps up in complexity as you go. While there are a few spots of spatial reasoning here and there, CrossCode is more concerned with making you feel like a genius through intricately designed rooms that either introduce new mechanics, put a new spin on ones you've already seen, or mix up obstacles to form a novel challenge. The dungeons here can be grueling, though don't have to be tackled in one sitting. They didn't drag on me in the slightest, but come prepared with your thinking cap on. While CrossCode has ample combat and exploration, I wouldn't hesitate for a second to recommend it to someone who was primarily looking for puzzles. It's just chock full of brilliant shit.

Snappy combat, platforming and puzzle solving could combine to make a great action-adventure game on their own, but CrossCode layers an entire extra level of game design on top through its RPG systems. There's XP and money to earn, gear to find and skill trees to upgrade, but it doesn't increase the game's complexity to an overwhelming degree. While there are party members to meet, the player only ever has to manage Lea's progression, mainly consisting of five or so equipment slots and a handful of skill trees. This not only streamlines progression, but also makes the other party members feel more like their own characters that can function independently of the player. Gear increases stats and provides passive buffs, and skill trees unlock new combat arts and can apply further stat buffs and passives. Circuit (skill tree) points are earned on level up as arguably the most important reward of gaining XP, and the circuits unlocked feel very beneficial. What's great is that each skill tree gains points on level up, and as each new skill tree is unlocked, you start with a generous helping of points ready to go – instantly letting you progress the tree based on your style. There's support for melee play, ranged play, defensive play, and buffs/resistances to each element. It's an engaging and satisfying reward system that never becomes to slog to manage – yet another of CrossCode's numerous systems that feels seamlessly integrated.

Side quests are another RPG staple that CrossCode adopts. No bullshitting here: CrossCode has some of the best side quests I have ever seen in a video game. A few simplistic early game fetch quests quickly make way for quests that twist and turn and almost always feature some significant unique content, whether it's a mini-dungeon, puzzle, boss or traversal challenge that feels like it could have been plucked straight from the critical path. Some of my favorite moments came from side quests, and I'd recommend that everyone experience them all. What's great is that this is something the game could have gone completely without. The main quest alone would have still made for a fantastic 15-20 hour game, but adding the stellar side quests on top is a level of generosity that goes even further beyond.

That was a lot to say about gameplay, but CrossCode's story and characters also really elevate it for me. CrossCode is a single player game set inside the fictional MMORPG CrossWorlds, not unlike something similar to The World in the .hack series, though the execution is very novel here. The developers also play with this to great effect. Solo challenges are recognized by the characters as being instanced for each player, and NPC CrossWorlds players will often poke fun at the gaming tropes that manifest in CrossWorlds, or even muse about unique, totally valid strategies used to overcome obstacles that the player already conquered. I did something pretty sketchy against the game's second boss, and upon leaving the area I found two NPC players discussing it. One of them said that they used the same strategy I inadvertently did, and the other player was naturally in disbelief. This made me feel not only clever for using that tactic (however accidental), but it meant that not only was CrossCode itself completely in-sync with what players could do, the game was also willing to comment on that in interesting ways. Item trading and text chat, which are two common MMORPG features that would serve as easy solutions for problems encountered in CrossCode's larger plot, are justifiably absent - recognized as having been previously patched out of CrossWorlds, with some NPCs even voicing their grief over this. The broader writing possibly gets a little too inside baseball in spots with its clever musing on video game tropes (particularly games as a service), along with references to some very specific titles, but it worked really well for me.

The main narrative of CrossWorlds is briskly paced, with some light exposition and lore here and there. It never takes too long to reach the next area or dungeon, and the game keeps delivering the goods when it comes to towns and environments all the way until the end. My jaw visibly dropped when visiting the game's final town, as my wide-eyed, slack-jawed self marveled at da scaaaaale, painstaking detail, and endgame implications of a place that the developers honestly didn't need to include for the game to work. Story-wise, the light tone of CrossWorlds' main quest helps to contrast with the mystery surrounding Lea. While the overarching plot deals with heavier subject matter than the MMO's plot, the game never gets too dark; rather, the writing is consistently charming and entertaining. Lea is a player avatar in CrossWorlds who has a bit an issue with her speech module, so her ability to talk is heavily limited throughout the game. Her strict vocabulary is used in clever ways, and other characters often react to her in a way that plays up the awkwardness. The larger cast of characters fill unique roles, like the peppy sidekick Emilie (>:3), who doesn't take CrossWorlds too seriously but is always up for punchin' shit. Then there's Apollo, a straight up Platinum Games rival character who takes CrossWorlds way too seriously…which other characters totally call him out on. There's a great sense of camaraderie among the characters that develops from both cutscenes and incidental dialogue that plays out in real time. Lea is ultimately who ties everyone together, and for an almost mute character, she has more personality than most game protagonists I can think of. CrossCode's dialogue is presented through text and character portraits, and while important characters generally have a variety of portraits spanning a range of emotions, Lea has a frankly absurd number that covers the spectrum of pleased, annoyed, smug, sad, surprised, and everything between and beyond. She'll usually have a new reaction after a few lines from another character, which helps to keep her engaged in a conversation even though she has a tough time contributing. What I'm really trying to say is that she's precious and I want to protect her.

CrossCode's overall presentation includes lovingly detailed 16-bit style graphics and a good soundtrack that's equal parts boopy and chill. Animations are fluid, and there's a plethora of different environments to explore. The game also has some great quality of life, with fast travel from anywhere, the ability to save anywhere, autosave whenever you cross to another screen, and an in-game encyclopedia that's absurdly detailed with everything from loot tables, vendor stock, chapter summaries, character bios, lore, and a bestiary. There's fun little references to other games, too. A guard skill that slows down time is called Glitch Time (cute, huh?). There's also a passive that gives the player super armor while healing called…Leaf Bracer…wait, is that legal? Anyway, the references to other titles are shameless, but if something as exquisite as CrossCode lifted something from my game, I know I'd be honored.

Some minor critiques: I found it a bit difficult to engage with the vendor system at times. While there are traditional shops that trade goods for cash, the best stuff is obtained by trading loot to special vendors in each town. I would often either not have the required loot to make a trade, or would have advanced past an item's usefulness when I finally got the required materials. There's also one particular mechanic in a dungeon that stumped me for a good while (to be fair, the game does poke fun at this). It's actually really simple, but the room setup attempting to intuitively teach it just didn't make sense to me, so it wasn't until a later interaction that I started to understand it. Really minor issues in the grand scheme of things, but worth noting.

CrossCode is an astoundingly complete and detailed game, and it feels like no stone was left unturned in its development. After it was over, I was even a little sad since there were no more good times with the buds (for now – there's DLC coming). For a 16-bit-style game, there were several points where I found myself getting surprisingly invested in the characters. The combat is responsive, thrilling and satisfying. The dungeons are incredibly challenging and rewarding, all without even gently caressing the player's hand. The side content is absolutely killer, and the progression feels meaningful. CrossCode is a unique, highly varied game where all components come together through superb execution on a level that most big budget games can't dream of. This is excess done elegantly. Other games this year may be slightly better at executing within their niche, but as a total package, CrossCode is my favorite game of the year and honestly one of the most well-rounded games I've ever played. Absolute highest recommendation for anyone who's a fan of Zelda, SNES JRPGs, top down action-RPGs, or puzzle games.

Bye!

  1. [XBO] [Action RPG] [Radical Fish Games] CrossCode
  2. [XBO] [Shooter] [id Software] Doom Eternal
  3. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  4. [XBO] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  5. [XBO] [Shooter] [Ghost Ship Games] Deep Rock Galactic
  6. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  7. [XBO] [RPG] [Sega] Yakuza: Like a Dragon
  8. [XBO] [Action RPG] [CD Projekt] Cyberpunk 2077
  9. [XBO] [Action] [One More Level] Ghostrunner
  10. [XBO] [Sports] [Vicarious Visions] Tony Hawk's Pro Skater 1 + 2
 
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Xtortion

One Winged Slayer
Member
Oct 25, 2017
6,652
United States
Xtortion i thought you were super into TLOU2, what happened?

TLOU2 is 10/10 in many ways (gameplay, graphics, audio, etc) but I wasn't terribly into the characters for at least half of it, and the midgame shift was maybe one of the biggest pacing blunders I've ever experienced (even if I did prefer the second half after it finally picked up). Damn near killed my will to continue from a gameplay standpoint. I'm also not a fan of flashback storytelling and there's a lot of it here.
 
Aug 10, 2019
2,053
1. The Last of Us Part 2 - This game pushed the boundaries of what I thought was possible in narrative for videogames. Masterpiece.

2. Demon Souls Remake - Games usually age like a tofu fish smoothie, but not this one. This game aged like a 93 Chateau Latour, with lovely notes of difficult but fair gameplay, a hint of excellent multiplayer and a soupçon of fantastic atmosphere. C'est magnifique, non?

3. Animal Crossing - The best compliment I can give this game is that while I've logged about 150 hours, my girlfriend has logged over 400.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  3. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
 

Nocturnowl

Member
Oct 25, 2017
26,116
I'm so sorry Xtortion for constantly putting off crosscode, I had no idea your love went so deep!
I DIDN'T KNOW, even though you kinda always hinted at it being your GotY.

also as someone who looks forward to certain users lists each year, a back to back double feature of Big G and Xtortion should be illegal.
 

xChildofhatex

Member
Oct 25, 2017
1,223
1. Hades - I'll preface my gushing vote for Hades by saying that I absolutely despise rogue/rogue-likes. I find them utterly boring and have never once played these games for more than 10-15 minutes. Hades, however, is an exception to this preference. I just bought the game because I had a few bucks remaining on my Nintendo account and the game was on discount and was getting rave reviews... and I think I don't know what happened for the next week or so coz all I remember is waking up one day and seeing 80+ hours on my switch dedicated to this game inside of 5 days. This game is addictive, fun and above all else, it is gaming perfection. Supergiant took the skeleton of a Rogue-like and then superimposed upon it an entire body of work full of lore, story, dialogues, fishing, romance, deep characters and humour. Hades is a game I see myself playing for years to come on multiple platforms. It is now among my top 3 games of all time. Thank you Supergiant for this masterpiece. Thank you Darren Korb for the amazing soundtrack.

2. Yakuza Like a Dragon - Yakuza 7 or how it's known in the west as Yakuza Like a Dragon is a weird game, more so than even the rest of the games in the Yakuza franchise. RGG studios were expected to go even crazier than Judgment and give us a weird mish-mash of lucha/pro-wrestling action in the next yakuza, but somehow they gave us a turn based RPG with hilarious summoning mechanics. To top it off, they went above and beyond with the new protagonist Ichiban. I was skeptical about how RGG studios would manage to replace a protagonist as iconic as Kiryu, but Ichiban has a lot of heart and depth. The guy is truly Number 1. You do you, RGG studios. I'll never doubt you guys again.

3. Nioh 2 - An iterative sequel to the original Nioh that gets everything right. Of course the story is just average and the protagonist is basically a blank slate, but the things that really matter, like the enemy variety, weapons and their movesets and the combat system are freakin' on point. This is probably the tightest Action RPG combat till date.

4. Streets of Rage 4 - This is another one of those deceptive time sink games. For being one of the most highly anticipated sequels, this game does an absolute bang up job of delivering on all of its promises and that's something very few games ever achieve. The soundtrack is great, the gameplay is razor-sharp and the individual characters' fighting styles are completely unique. I suck at these kind of games and it is still one of my favourite games of this year.

5. Ghost of Tsushima - Samurai batman fighting the Mongol invaders using all manner of trickery and weapons? Yes please! Sucker Punch have created a monster and in my opinion, this could be next big Sony franchise. Everything in this game just comes together to form this near-perfect Samurai saga told through the lens of a conflicted protagonist who has seen everyone he loved and respected die within the first 5 minutes of the game. Sucker Punch took the Ubisoft open-world template and then tweaked and refined it into something extremely beautiful, then they gave us a snappy combat system on top of it and made sure we'd care about the characters in this world. If you only play one Sony FP game from 2020, it should be GoT.

6. Resident Evil 3 Remake - I'm extremely conflicted on this game and my relationship with it is the love-hate kind. I absolutely love Nu-Jill. She's extremely ballsy and everything about her screams "KICKASS" in big, bold, neon letters. It's too bad then, that the game itself was so short and the Nemesis encounters weren't even half as terrifying as Mr. X was in RE2 remake. Please give us more Nu-Jill games Capcom and make them longer this time, you punks.

7. Astro's Playroom - Now this is something that I would rarely list on my GOTY list. A platformer! But the way the PS5 controller works for this game combined with its art-style, it just transforms this cute little tech demo into something more. Good job, Japan Studio.

8. Doom Eternal - It's more doom and it gets a bit more busy than the previous one. I think iD went a little overboard with how much you have to scrounge around for resources and switch weapons, but it doesn't take too much away from how fun this game is when you get into the flow of combat.
 
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FreddeGredde

Member
Oct 27, 2017
1,905
Despite playing 50 games in 2020 (though some were obviously older than that), I didn't find any games I *really* loved from this year.

I can only think of 5 games I'd like to nominate:
1. Animal Crossing: New Horizons
It was truly special for a while. I woke up at 5am and immediately started up my Switch in excitement, and I've never felt that way for a game before. I arranged weekly minigame tournaments and made a ton of new friends. I haven't booted it up in half a year now, but it was amazing while it lasted.

2. Ori and the Will of the Wisps
A big step up from the first game, but I still find it too segmented and hand-holdy in where you can and should go. It just always feels strongly like a video game, rather than a mysterious world to get lost in. Still enjoyed it a lot!

3. Paper Mario: The Origami King
The puzzle-based battle system wasn't great, but I still enjoyed it more than regular menu based RPG battles. The plot and dialog was hilarious and well made, and the music was great.

4. Part Time UFO
A very simple game, but super charming and a ton of fun to co-cop with a friend or significant other. Pretty much perfect except for being light on content.

5. Hades
I have a love-hate relationship with this game. The actual gameplay is extremely repetitive, and going through the same levels and facing the same enemies over and over and over and over is not something I enjoy. But the boon/upgrade system really saves the game for me, and it made it more and more fun with time, as I developed my own playstyle and planned ahead based on the potential build I had in mind. I got obsessed for a while. But then I finished the game after 18 or so hours and have no wish to return again.

  1. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
  2. [Switch] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  3. [Switch] [RPG] [Intelligent Systems] Paper Mario: The Origami King
  4. [Switch] [Puzzle] [HAL Laboratory] Part Time UFO
  5. [Switch] [Roguelike] [Supergiant Games] Hades
 

supkid

Member
Oct 29, 2017
1,760
Dublin, Ireland
5. Fall Guys: Ultimate Knockout

Takeshi's Castle meets My Blobby, a wonderfully weird and incredibly satisfying game. The visuals are an absolute delight and the gameplay is deceptively difficult, luring you into believing you're far better than you are before wiping you out. It's one of those Rocket League moments for me, everything just clicks right in the game. It's also one of the titles that is easy to play but incredibly difficult to master. It's a very moreish game, that really nails the "one more play before bed" feeling I had when I was a kid. A must play.

4. Astros Playroom

I enjoyed the first playroom on the PS4, but this is another level entirely. While it's a bit lightweight on content, which is to be expected as it's a free installed game, the gameplay is up there with some of my favourite Mario 3D platformers of the past. There's some wonderful, wonderful moments in the game that had me smiling from ear to ear as I uncovered odd bits of retro PlayStation paraphenalia that I had long forgotten. The game evoked waves of nostalgia, not in an overly saccharine way, but in a very heartfelt and sincere manner. There's some wonderful usage of old PlayStation properties for you to discover and the end boss was just the cherry on the cake. It also has superb employment of the Dual Sense controller, which really lets you experience all the bells and whistles it has to offer, my favourite being the rocket ship section in the SSD Speedway where there's a wonderful synergy between the adaptive triggers and the six axis happening. Let's hope Team Asobi get to produce a full length feature, because between this and Astro VR Sony have a very special team on their hands.

3. Spider-Man Miles Morales

I was expecting this game to be more or less a glorified DLC but it far exceeded my expectations and gave me a character I almost enjoy more than Peter Parker. Miles is absolutely one of THE most wholesome characters in video games to emerge in 2020, and boy did we need him. The storyline is very well crafted and wonderfully gripping, all the while without stepping on the toes of the upcoming Spider-Man 2, it would have been very easy to throw in some stalwarts of the series as the big bad but the game avoids this whilst still constructinga very compelling narrative. The mechanics are more or less the same as the original game, with some excellent new powers and moves for good measure, and my god does it feel so good to swing around New York again, especially as Miles. A game released to whet the appetite for Spider-Man 2, but one that does so much more than was expected and it pushes the Spider-Man story on wonderfully.

2. Ghost Of Tshushima

I love Sucker Punch, InFamous 1 & 2 are some of my all time favourite favourite games, and after the disappointing Second Son I must admit that this game on first viewing set off some alarms. I was a bit concerned that this would be a poor Assassins Creed clone, but what they delivered was way above my expectations. While it still uses a lot of the same tropes, there are some really nice advancements to the formula, the wind assisted navigation for example is a wonderfully simple and brilliantly executed way of getting around without the need of an obtrusive mini map or having to bounce from screen to screen. Little things like the animals leading you to secret locations are realised in a nicely organic way. The gameplay is nice and punchy, and the combat feels incredibly responsive, which was a surprise as I wasn't a massive fan of the combat in their previous title Second Son. The story beats are well composed the only thing missing I felt was a bit of silliness at times, some kind of Yakuza style side missions would not have gone amiss. The graphics are a sight for sore eyes, I came into playing it off the back of TLOU2, and while the animation can't hold a candle to what Naughty Dog are capable, the art direction is quite simply stunning. The opening credits on horseback riding through the fields had my jaw on the floor. It's a game full of incredible craft, and I can't recommend it highly enough.

1. The Last Of Us 2

My most anticipated release of the year, perhaps the generation, and it did not let me down in the slightest. A game hounded by controversy with delays being met with outrage, leaks being met with vitrol and a campaign to boycott it all happening under the cloud of a global pandemic. TLOU 2 takes some massive story risks, eschewing the easy path and forcing players to face the actions of the decisions made. It's quite frankly a gruesomely violent tale of retribution and one which I went into with an absolute gusto, the game revels in itself as it turns Ellie into a focused tip of vengeance and then rather abruptly holds a mirror up to your actions. The way the tale unfolds is an absolute tour de force of story telling, twisting the narrative around and making you question every single action you gleefully partook in on your way to revenge. The ending, in particular, is an intense stomach churner that will leave you feeling physically exhausted, and one that still reverberates with me today. The graphics are a notch above anything I've witnessed last gen, the animations are quite simply mind blowing, with the smallest of facial expressions giving away a litany of emotion. I can't stress how much that helps to draw you into the characters, they feel so incredibly real and well conceived. While there are other games like this, it honestly feels unlike anything else I've played.

It's a masterpiece.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  3. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  4. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
  5. [PS4] [Party] [Mediatonic] Fall Guys: Ultimate Knockout
 
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Tibarn

Member
Oct 31, 2017
13,370
Barcelona
2020 has been a solid year for videogames, and due to the new work conditions (work from home during more than 6 months and then reduced office time) I have been able to finish lots of older games that I wanted to play or replay, so I played finally 16 2020 new games. I will briefly explain why I have chosen the 10 games listed below and why the other 6 didn't make the cut. Let's start with the games I have not ranked, note than none of them are bad games at all:

- Final Fantasy VII Remake: Amazing production values and great representation of some of the most iconic videogame moments... that make the first 2 hours amazing. From there onwards, the corridor-based "exploration", unpolished combat and the really bad new plot elements and changes on some of the best sections of the original kill the experience and make the overall game not that good.
-Shin Sakura Taisen: Unique mix of Musou gameplay and VN-like sections that looks great but needs better combat gameplay and a more engaging main plot, hopefully newer entries on this soft reboot will be better.
-Astro's Playroom: This Dualsense demo plays and looks nice but as it's really short it never really expands any gameplay idea. Half of the levels are gimmicky motion control trash that reminds me of the bad Wii-era days when any game had some mandatory motion control implementation that now looks dated and cluncky.
-Animal Crossing New Horizons: AC is just not for me, I've played 45 hours of the last entry (and some of the older games too) and while I understand the appeal of the game progression and its relaxing nature, I get bored of it quickly and never reach the moment I have more tools to shape my experience.
-Spiritfarer: I've enjoyed a lot the art/music and story of this game, but sadly the gameplay loop is really repetitive and kind of slow, so by the last 3-4 quests I was trying to rush it to see the end.
- Resident Evil 3 (Remake): Mediocre remake of the worst classic RE game, the cut content and bad Nemesis implementation hurt a lot a game that should have been a lot more.

And for the games I placed on my top 10 list for 2020:

10- Demon's Souls remake: Really good remake of one of the weakest Souls games (it's the oldest one after all and the formula has been tweaked and improved a lot since then). It's faithful to a fault, some more tweeks and improvements could have made this remake a truly great Souls experience.
9- Robotics;Notes Elite: This VN is kind of a spin-off/sequel to the classic Steins;Gate, and while I never reaches its quality and has a really slow starting hours, at the same time it has some really special moments and I'd say that the overall plot makes the really long playtime worth it.
8- Sakuna: Really unique mix of Metroidvania 2D action gameplay and a surprisingly in-depth rice harvest simulator. My main complaint about this game is that the rice harvest elements/mechanics are introduced really slowly, making the game frustrating at the beggining as lots of rice diseases and other problems have no solution until you progress more into the main story.
7- Hyrule Warriors Age of Calamity: BotW is maybe my favorite game ever, and AoC captures perfectly the amazing artstyle and gameplay mechanics of the main game, offering an engaging Musou game with lots of charm. The framerate and draw distance are two big problems with this title that hopefully will be fixed if Nintendo releases a Switch revision.
6- Under Night In-Birth Exe:Late[cl-r]: I love to try and play casually new 2D fighting games, and UNICLR has been an amazing introduction to the UNI franchise. Really good tutorials that will serve as a good entry point for any player and amazing gameplay mechanics that reward defense are some of the things I've enjoyed while casually practicing with the game.
5- The Last of Us Part II: Maybe the most ambitious game this year, TloU II has amazing tech and really fun gameplay that is a big improvement over the first entry. The bad game pacing and mediocre storytelling are the two flaws that made me put the game on this position, but there's no doubt TLOU II is a must play.
4- Ori and the Will of the Wisps: Using the same fluid platforming and top tier art/music from the first entry, Will of the Wisps is a clear improvement thanks to better combat, challenging optional content and a better difficulty progression. A modern classic.
3- The Legend of Heroes Trails of Cold Steel IV: Being honest, I have not finished this game yet (I'm waiting for a localization patch that irons some problems reported by other players), and I'm full aware of its flaws, I just wanted to represent in this list a series that has provided me with lots of amazing play time, specially on 2020, and this is the first time I play a game the year it is released.
2- 13 Sentinels Aegis Rim: Vanillaware has switched from 2D action games to an SRPG/VN hybrid that works surprisingly well and highlights the studio's strenghts: amazing 2D art and music. The story is really compelling from start to finish and the SRPG sections are a good change of pace between long "reading" sections.
1- Xenoblade Chronicles Definitive Edition: On the half way between a remake and a remaster, XCDE is the best version of one of the best games of all time. The new content is not that good and the image quality is subpar on 2020, but having this game with a fresh coat of paint and lots of QoL improvements is more than I expected from a Nintendo re-release, and it's a joy to re-play this classic with better graphics.

  1. [Switch] [Action RPG] [MonolithSoft] Xenoblade Chronicles: Definitive Edition
  2. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  3. [PS4] [RPG] [Nihon Falcom] The Legend of Heroes: Trails of Cold Steel IV
  4. [PC] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  5. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  6. [PS4] [Fighting] [Arc System Works] Under Night In-Birth Exe:Late[cl-r]
  7. [Switch] [Hack and slash] [Omega Force] Hyrule Warriors: Age of Calamity
  8. [PS4] [Action] [Edelweiss] Sakuna: Of Rice and Ruin
  9. [PS4] [Visual novel] [Mages] Robotics;Notes Elite
  10. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
 
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Logan Hardy

Member
Dec 26, 2018
1,801
1. The last of us part 2
Well , what can I say , it is easily the best game of 2020 and one of my favourite game of all time. The story was gripping and tense all the way through. The gameplay was immaculate and presentation was out of this world so yeah..

2. Ghost of tsushima
I was sceptical when I saw the Metacritic because I was hyped from the start but then I played it and it was fucking awesome . Story was predictable but interesting. Jin is a boring character but the supporting cast is the star of the show. Combat is crunchy and deep . Wind mechanic is genius . It is the most refined open world game i.e it's not doing anything revolutionary but polished as hell. Also , art direction is awesome.

3. Doom eternal
I loved it , it is one of the best first person shooters out there.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  3. [PS4] [Shooter] [id Software] Doom Eternal
 
Jan 26, 2021
14
Canada
Only these four games came to mind so far so be it)) but there were definitely more amazing games this year.

1. Final Fantasy 7 Remake: Beautiful game with an amazing vibe. Music is amazing cool boss fights and combats itself and characters and story around them is wonderful.
2. Demon's Souls: It was actually my first souls game so far i/ve beaten Bloodborne before and I have all three Dark Souls games in physical copies on my shelf I just can't find time to get into it. I bought Demon's Souls along with ps5 and it was a quite challenging experience I loved it))
3. Xenoblade Chronicles: Definitive Edition: Don't have much to say about Xenoblade Chronicles I just liked the world and find it interesting
4. The Last of Us Part II: Continuation of The Last of Us was a solid story-driven game.

  1. [PS4] [RPG] [Square Enix] Final Fantasy 7 Remake
  2. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  3. [Switch] [Action RPG] [MonolithSoft] Xenoblade Chronicles: Definitive Edition
  4. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
 

Temascos

Member
Oct 27, 2017
12,523
1. The Last Of Us Part II - Such an incredible game. The gameplay is much improved over the original, with far more options for stealth and open combat, plus a huge host of accessibility options. The game is also lengthy and full of surprises as well as great performances by the lead actors.

2. Ghost Of Tsushima. Sucker Punch knocked it out of the park. An open world game I actually like full of tense combat, and beautiful scenery to absorb you in the world.

3. Dreams. An incredible, creative experience. Very versatile and full of incredible creations by other players, plus the story resonated with me deeply as a struggling creative.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  3. [PS4] [Game Creation] [Media Molecule] Dreams
 

AerialAir

Member
Oct 25, 2017
2,051
Portugal
1. Paper Mario: The Origami King - The writing in this game is fantastic; it just has so much personality, especially considering how many trope characters they had to deal with in the Mario IP. Exploration is also a joy, with very different and distinct locations, while also making everything seem interconnected.

2. Tell Me Why - This deals with some topics that can be difficult to handle well, but they did. On top of that, they made most characters feel very human and relatable, which is challenging in a videogame. The main characters' portrayal and their mother's, is well written and researched. The handling of the topics of gender change and motherhood and mental illness is sympathetic and humanitarian.

3. Tokyo Mirage Sessions #FE Encore - A gem from the Wii U that I finally got to play. The plot and character development aren't the best Atlus have put out, even though it sometimes hits you with serious questions. However, the combat is very well done. It's just so much fun to battle most random enemies, even though boss battles are where the game's systems shine the most.

4. Persona 4 Golden - Another Atlus game I had never had the chance to play. Tbh, I didn't enjoy it as much as I did P5 or other SMT games, but it's still an excellent game, with relatable characters, deep systems and an overall captivating plot. The combat is more of what I've grown to love from SMT, but it's still very satisfying, and hey, if it isn't broken, don't fix it.

5. Cyberpunk 2077 - To get this out of the way, I played it on PC and didn't have any game-breaking bugs. CP2077 is a game that I had been very excited for since that 2012 trailer. After TW3, one of my favourite games ever, I had very high hopes for this one. Most characters are very well-written and are given time to develop, and the overall plot is excellent as well. When I reached the endgame, I was attached to some characters and cared for what happened to them. I found the gun-play fun as well, and the melee and stealth options are good.

6. Streets of Rage 4 - I wasn't even planning on buying this game, let alone play it in 2020 with my massive backlog. However, I'm glad I did. There's nothing new here, and the plot is just filler, but it's the continuation of a recipe and series I love done well, and with significant modern QOL improvements. One of the few co-op games I enjoyed playing and spent several hours doing so.

7. 13 Sentinels: Aegis Rim - The characters in this game are so deep, and the story is complex and yet so well-written and easy to follow. The game proposes themes are right up my alley too, so it's a game I'll want to revisit very soon.

8. Doom Eternal - It retains the solid base established in 2016 whilst incorporating some originality. Id Software has yet again served us with a model for the gratuitous gore reflex-based shooter genre, and I love it.

9. Persona 5 Royal - I place this game in the 9th position because, for the most part, it's game I had already played in 2017. However, Person 5 Royal is still where it's at for JRPGs and is an enormously rewarding experience for anybody who wants to explore the format.

10. Super Mario 3D All-Stars - I had already played 64. I was not too fond of Sunshine. Nonetheless, this collection allowed me to play Galaxy for the first time, and what a fantastic game that one is! This port seems fair, as it looks beautiful, and it is just an overall enjoyable experience.

  1. [Switch] [RPG] [Intelligent Systems] Paper Mario: The Origami King
  2. [PC] [Adventure] [Dontnod Entertainment] Tell Me Why
  3. [Switch] [RPG] [Atlus] Tokyo Mirage Sessions #FE Encore
  4. [PC] [RPG] [Atlus] Persona 4 Golden
  5. [PC] [Action RPG] [CD Projekt] Cyberpunk 2077
  6. [PC] [Beat 'em up] [DotEmu] Streets of Rage 4
  7. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  8. [PS4] [Shooter] [id Software] Doom Eternal
  9. [PS4] [RPG] [Atlus] Persona 5 Royal
  10. [Switch] [Platformer] [Nintendo] Super Mario 3D All-Stars
 

Wabba

Member
Apr 12, 2018
140
The Last of Us Part II: Follow up to my favorite game. It surpassed it by alot. I loved everything about this game and it has haunted me since i finished it in march. The attention to details, the sound design the story and the gameplay is in my eyes hard to top. The best game i have played in my lifetime.

Animal Crossing: New Horizon: Could this game had come at a better time? When the world turn to shit it was great to escape to an island with Tom Nook and the gang. My first Animal Crossing game but definitely not my last.

Demon Souls: My first experience with this game and the new Playstation 5. The world of Boletaria is a scary but perfectly crafted world full of dangerous secrets to uncover.

Astro Bot: The VR version was one of the biggest suprises for me. It felt like a polished Nintendo game and could stand should to shoulder with almost every Mario game. This new shorter version was the perfect appetizer for a new system. So many fun levels. I am still trying to get better scores in the time trials.

Dreams: One of the most overlooked games this year. Media Molecule is one of the strangest creators out there. The tools that they created toped LittleBigPlanet for me. So many great community created levels. Always fun to log in after some months and experience some new hilarious levels. I just hope that the release it to PC this year so we can get even more people active in this amazing community.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
  3. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  4. [PS5] [Platformer] [Sony Interactive Entertainment] Astro Bot
  5. [PS4] [Platformer] [Sony Interactive Entertainment] Dreams
 

Vic_Viper

Thanked By SGM
Member
Oct 25, 2017
29,055
Thought 2020 was pretty weak overall. There were some great games for sure, but nothing that really stood out to me as exceptional.

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  1. Sakuna: of Rice and Ruin [Switch] I had been waiting for this game ever since I saw the first trailer. Its a cross between a farming sim and a metroidvania with some really fun action combat. Both parts of the game are super deep and complex, but in a way that is super addictive that continues to keep you interested. Hands down my favorite game from 2020.
  2. Final Fantasy VII Remake [PS4]
  3. Yakuza: Like a Dragon [PS4]
  4. Ghost of Tsushima [PS4]
  5. Streets of Rage 4 [Switch]
  6. Death Stranding [PC]
  7. Sakura Wars [PS4]
  8. Hades [Switch]
  9. 13 Sentinels: Aegis Rim [PS4]
  10. Vigil: The Longest Night [Switch]

  1. [Switch] [Action] [Edelweiss] Sakuna: Of Rice and Ruin
  2. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  3. [PS4] [RPG] [Sega] Yakuza: Like a Dragon
  4. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  5. [Switch] [Beat 'em up] [DotEmu] Streets of Rage 4
  6. [PC] [Action] [Kojima Productions] Death Stranding
  7. [PS4] [Action RPG] [Sega] Sakura Wars
  8. [Switch] [Roguelike] [Supergiant Games] Hades
  9. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  10. [Switch] [Metroidvania] [Glass Heart Games] Vigil : Longest Night
 

Kutaragi

Member
Sep 3, 2020
612
ITALY
  1. [PS4] [Action RPG] [miHoYo] Genshin Impact
  2. [PS4] [Game Creation] [Media Molecule] Dreams
1. GENSHIN IMPACT
Never played a gacha game before but I love the gambling mechanic (even if I'm not a whale). The game is very funny and I played +300hrs since October. My previous "most played game" was Death Stranding with 130hrs and Ikaruga with 100hrs. In 2021 I won't probably play anything else.

2. DREAMS
This is an incredible tool which could change the way we relate to videogame if Sony won't spoil everything (and they will).
 
Oct 27, 2017
12,301
  1. Half Life: Alyx - this year I remembered how much the Half Life franchise means to me. I pulled the trigger on nearly two thousand dollars in PC upgrades and peripherals *just* to play this game and I didn't regret it. The way this game manages to feel so natural and fun in VR is a testament to Valve's design work.
  2. Hades - a game that literally came outta nowhere for me. I had no interest in it's existence *until* it came out of Early Access and I dove in. 60 hours later I was completely engrossed by the characters and the setting and the gameplay
  3. Black Mesa - What a remake! This allowed me to experience Half Life as a prelude for Alyx and it's fucking great
  4. Star Wars Squadrons - as another thing that allowed me to experience VR in it's full splendor I was amazed by how immersive it was to be in that cockpit.
  5. Genshin Impact - the 40 so hours I spent exploring the world was the closest to BOTW I got in terms of an open world and it was great!
  6. Tony Hawk's Pro Skater 1 + 2 - I am average at Tony Hawks and it's amazing that I was able to slide right back into be average and have a blast.
  7. Paradise Killer - What a weird little game!
  8. Alba: A Wildlife Adventure - the perfect chill adventure on an island taking pictures of animals.

  1. [PC] [Shooter] [Valve] Half-Life: Alyx
  2. [PC] [Roguelike] [Supergiant Games] Hades
  3. [PC] [Shooter] [Crowbar Collective] Black Mesa
  4. [PC] [Space combat] [Motive Studios] Star Wars: Squadrons
  5. [PC] [Action RPG] [miHoYo] Genshin Impact
  6. [PC] [Sports] [Vicarious Visions] Tony Hawk's Pro Skater 1 + 2
  7. [Switch] [Adventure] [Kaizen Game Works] Paradise Killer
  8. [PC] [Adventure] [ustwo games] Alba: A Wildlife Adventure
 
Oct 27, 2017
6,302
1. Astro's Playroom - Definitely the winner of this years "surprisingly emotive" award. I've been a PlayStation gamer from the very beginning, and can near enough track my entire life from 9 years old by PlayStation games and hardware. This was the perfect way to round off a difficult year. On its own merits, I found Astro's to be an exceptionally sharp and fun platformer, and I think it remains the most convincing sell for the PS5. An exceptionally wonderful thing that I don't think I'll ever forget.

2. Doom Eternal - There are parts of Eternal that remind me of a "difficult second album", but damn is it fun to play. By the time Eternal clicks, I'd regard it as one of the most purely amazing gameplay experiences around. I'm yet to play an FPS that simply feels this good.

3. Demon's Souls - An incredible remake and a true visual showcase. In 2009 Demon's Souls felt like an impenetrable nightmare that I never thought I'd ever be able to manage, but I completed the remake 3 times inside a month. A stunning game.

4. Microsoft Flight Simulator - The ultimate freedom and escapism at the perfect time.

5. Art of Rally - One of the most gorgeous and creative looking racing games ever made, but beneath the surface is a legit rally experience and a challenging racer. This game had me laughing out loud, but also delving into real life rally history in a way that not even Dirt or WRC9 have ever tempted me to do.

6. Call of Duty: Black Ops Cold War - This is the least necessary annual COD release of all time given where Modern Warfare was in 2020, but I'm glad they did it anyway. This brand feels like it's in an excellent spot right now to me, and much like Modern Warfare last year, Cold War remains a consistently enjoyable and daily joy to me for longer than these games used to be.

7. Resident Evil 3 - As a remake I have a bunch of issues with RE3, but I found it to be a thoroughly satisfying and fun action game. It only lasted me about 15 hours, but that covered 4 play-throughs, and I'm sure I'll go back to it. A brief but breezy and enjoyably paced action game is, again, something I really appreciated for the time of its release in 2020.

8. WRC9 - I still prefer almost everything about Dirt Rally 2.0, but props to WRC9 for delivering an extremely solid racer for the PS5 launch, and proving one of the better demonstrations of the DualSense while they were at it. I also enjoy this games career mode, by no means a foregone conclusion in racing games these days.

  1. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
  2. [PC] [Shooter] [id Software] Doom Eternal
  3. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  4. [PC] [Flight simulator] [Asobo Studio] Microsoft Flight Simulator
  5. [PC] [Racing] [Funselektor Labs] art of rally
  6. [PS5] [Shooter] [Treyarch] Call of Duty: Black Ops Cold War
  7. [PC] [Survival Horror] [Capcom] Resident Evil 3 Remake
  8. [PS5] [Racing] [Kylotonn] WRC 9
 

Norsuchamp

Member
Feb 6, 2020
896
1. Animal Crossing: New Horizons
It literally made this shitty year with all the fear of unknown, public lockdowns etc. much more brighter and happier, and the strangest part was that even though the series has always sold like freaking cupcakes, now it truly hit the main stream and it deserves every second in the spotlight. Would it be my number one pick if 2020 would've been a normal year without any kind of pandemic interrupting our lives? Without a doubt but these weird circumstances just made the game ten times better.

2. Streets of Rage 4
The genre is over 30 years old with hundreds of different games in it, but I still can say with a great pride that Streets of Rage 4 is the greatest side-scrolling beaten up ever made. I will still cherish all the Turtles In Time's, Double Dragon II's and Golden Axes, but this game... jeepers creepers. Everything about this game tingles every 90's kids nostalgia senses, yet without being just a throwback machine with constant winks towards the player and still feeling like a solid indie release that came out in 2020. The music, the visuals, the challenge... everything is so spot on.

3. Ori and the Will of the Wisps
Beautiful is the only word that can give this excellent metroidvania any justice. It is like a perfect fairy tale with it's gorgeous visuals and a touching story. It will also remain as the last game I ever played on my Xbox One so there's also that.

4. Paper Mario: The Origami King
5. Ghost of Tsushima
6. Hades
7. Pikmin 3 Deluxe
8. Marvel's Spider-Man: Miles Morales
9. Resident Evil 3 Remake
10. Crash Bandicoot 4: It's About Time


  1. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
  2. [Switch] [Beat 'em up] [DotEmu] Streets of Rage 4
  3. [Switch] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  4. [Switch] [RPG] [Intelligent Systems] Paper Mario: The Origami King
  5. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  6. [Switch] [Roguelike] [Supergiant Games] Hades
  7. [Switch] [RTS] [8ing] Pikmin 3 Deluxe
  8. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  9. [PS4] [Survival Horror] [Capcom] Resident Evil 3 Remake
  10. [PS4] [Platformer] [Toys for Bob] Crash Bandicoot 4: It's About Time
 

GangWarily

Member
Oct 25, 2017
902
  1. Hades - I've always liked Supergiant Games' titles but never quite loved any of them...this year that changed with Hades. One thing I immediately noticed about Hades is the fact that they managed to make me care about characters and stories into a roguelike. In fact, the roguelike element is so well-weaved into the narrative hooks that I often didn't even think of each of my attempts busting out of Hades as a "run". The second thing I noticed was how freaking fun it was to play. With a wide variety of weapons, boons and upgrades, I've never had a run that ended up the same as the last. Combine that with a killer soundtrack and a very touching ending, I had no doubt that Hades would be my Game of the Year when I joined the bandwagon in August. Bravo Supergiant Games! Really looking forward to what you pull off next.
  2. Last of Us Part II - I don't think I've played another game this year that took my mindspace as much as Last of Us Part II did. The first night I started this game, the untimely character death very early on and seeing a post-apocalypse depiction of my home city of Seattle had me going to bed terribly depressed. But the gritty revenge plot and the gameplay had me playing nearly non-stop for the next few days. While in retrospect, I see issues with the way the story is paced and constructed, the way that game made me emphasize with people we hate, especially in a world like today (during a pandemic of all time) is really something I found to be an astounding achievement.
  3. Doom Eternal - I had a real rough start with Doom Eternal. With the change to a more "character action game"-like flow, it led to a lot of frustration for me early on in the game. When I had the Doom Slayer's full arsenal of weapons, I began to really love the game. While I still had issues with the over-focus on the story, the gameplay is quite unmatched by any other FPS I've played recently or otherwise. While I'm currently having the same issue getting back into the groove for the 1st DLC, I'm curious to see where id Software takes this series next.
  4. Yakuza: Like a Dragon - I've been a fan of the Yakuza series since I got a chance to play 0 back in 2015 or so. With news about the new Yakuza being turned into a turn-based RPG after the positive reaction to their April Fool's Joke, I was very curious how this would turn out...and I think it turned out well. I found Ichiban to be an incredibly likeable and goofy main character that I hope to see for many titles in the future. With a fantastic story, awesome characters and a lot of twists and turns, if you're in the mood for a traditional JRPG, you can't really go wrong with Yakuza: Like a Dragon. I do hope to see them iterate on the job system and the level scaling in the future!
  5. Ori and the Will of the Wisps - I loved Ori and the Blind Forest back in 2015 and have been waiting for this title for years. Despite the number of delays, it really did not disappoint. With a new combat system clearly inspired by games like Hollow Knight, it builds upon the great traversal and great Metroidvania designs of the first game. With a fantastic soundtrack, mind-blowingly good looking visuals and HDR effects and unique new characters, I can't wait to see what they continue to do with this series.
  6. Half-Life: Alyx - It's crazy to think that this is the first foray into VR for some people. With years of refinement in the design of VR games, Valve took their sweet ass time to transport us to such an incredible world. The moment I heard the health machine or heard the beep of a dead Combine soldier, it took me right back to when I originally played Half-Life 2. With a great mix of exploration, combat and horror, this is absolutely the benchmark that many AAA VR games will have to contend against in the future.
  7. Spider-Man: Miles Morales - Due to Demon's Souls...I kinda fell off Miles Morales initially. However, after getting super into playing it during my Christmas break...the warming Christmas setting, streamlined gameplay, the smooth framerate and the combination of the great characters and story really began to gel for me. While the open-world side is still the last gen samey-ness of the original Insominiac Spider-Man game, Miles Morales really cemented this series as something I'm always willing to come back to.
  8. Demon's Souls - I've played the original PS3 version of Demon's Souls multiple times but I actually never quite finished it (I think the Valley of Defilement had something to do with that). And boy this remake managed to both hit my nostalgia and wow me with its next-gen-ness. With gorgeous graphics, wonderful HDR and smooooth gameplay, this was the game that made me feel so excited about the next generation of console gaming.
  9. 13 Sentinels: Aegis Rim - Easily, one of the most gripping stories I've encountered in a video game in a very long time. With an endless chain of surprises while weaving popular science fiction tropes through and through, it was an entertaining ride. It is somewhat bogged down by the RTS section and while the story is great...the gameplay for those sections are not the most engaging.
  10. Animal Crossing: New Horizons - If there is one game to define 2020, Animal Crossing: New Horizons is definitely one of them. While far from a perfect game, and while I bounced off of it around 60 hours, the time that I spent building up my island until credits, the fun I had visiting friends' islands and getting to see the creativity and wonder that other people have built on their islands has been one of the most special gaming experiences I've had this year. I sure became a fan of the series this time around and I'm hoping to see they continue to add new QOL updates and make improvements to things such as the multiplayer architecture in future installments.

  1. [PC] [Roguelike] [Supergiant Games] Hades
  2. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  3. [PC] [Shooter] [id Software] Doom Eternal
  4. [PS4] [RPG] [Sega] Yakuza: Like a Dragon
  5. [PC] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  6. [PC] [Shooter] [Valve] Half-Life: Alyx
  7. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  8. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  9. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  10. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
 

baberunisei

self-requested ban
Banned
Oct 27, 2017
381
1. Final Fantasy VII Remake is one of the best games I have ever played. I loved the original so much and the remake exceeded my most optimist expectations.
2. Streets of Rage 4 is as good as Streets of Rage 2 was back in the day.
3. Captain Tsubasa was a pleasant surprise. I was a fan of the anime in my childhood, but I didn't expect to like the gameplay so much. The feel of the anime was translated very well to the video game format.

  1. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  2. [PS4] [Beat 'em up] [DotEmu] Streets of Rage 4
  3. [PS4] [Sports] [Tamsoft] Captain Tsubasa: Rise of New Champions
 

Meriadock

Member
Apr 21, 2018
704
Brazil
Story Of Seasons is my second favorite game in the series. When it was announced I didn't understand the graphic style, but playing the game I changed my mind. The game is awesome as ever! And I loved that it's the first game in the series with gay marriage.

Xenoblade Chronicles. Dude... I could spend a whole day just walking around this world and listening to its music...

  1. [Switch] [Simulation] [Marvelous Interactive] Story of Seasons: Friends of Mineral Town
  2. [Switch] [Action RPG] [MonolithSoft] Xenoblade Chronicles: Definitive Edition
 

Shadout

Member
Oct 27, 2017
1,808
1. Final Fantasy 7 Remake - I never got around to playing FF7 in the past. The remake is the best FF in a while however. Not that it was hard to accomplish. Great combat and presentation. A pleasant surprise.

2. Last of us 2 - Story is weaker than the first game. Game it too long for its own good. And it got some violence fetish that goes too far, no matter how much it might be needed for the story. But it still has a good story, great world, great characters, good gameplay. Simply high quality and production value all around, and while it got flaws, it ends up feeling like nitpicking.

3. Ghost of Tsushima - Beautiful world. Good combat, plenty of ways to deal with enemies. I am not a big fan of pure open world games with Map Hell Icons all over the place, but this games does a decent job with its side stories and characters pushing you forward. When you are not hunting birds anyway.

4. Ori and the Will of the Wisps - Even better than the first game. It is pretty, soundtrack is great, gameplay and exploration was a lot of fun.

5. Dragon Quest XI S - Quality JRPG all around. Not much to say, it is fairly formulaic, doing exactly what you might expect from the genre.

6. Cyberpunk 2077 - Much hype, not so much delivery. It is everything I do not like about open world games (no really, stop calling/texting me with nonsense every 5 second). Played on PC and did not really encounter any significant amount of bugs. But it was hard not to be immensely disappointed, when comparing it to Witcher 3. And yet, it ends up on my top 10, it has plenty of options in its combat, some nice story and character moments, and I enjoyed playing it. Which should count for something. Even if it can be hard to look past the immense design issues (to me), and the disappointment.

7. Xenoblade Chronicles: Definitive Edition - Enjoyable, but I got to say, I liked XC2 much more, especially the combat and huge amount of customization with the blade-system. Still, this one was nice, with a somewhat more coherent storyline?!

8. Hades - Decent game, but I sadly didnt like it nearly as much as a lot of people have. Everything SuperGiant makes are instant purchases for me, but the gameplay did not really manage to click with me. Some day I will return to it, and maybe realize how great it truly is. For now, it was merely something I recognize as a quality game, but I never got around to play it more after getting through my first full run.

9. Nioh 2 - More like Nioh 1.5 honestly. Which is both good and bad. Seriously, some of the maps were straight up copied from the first game. Kinda disappointing they dont have a desire to do more with the series. On the other hand, the Souls + Diablo mix still works, and I got plenty of enjoyment out of it.

10. Tell Me Why - I dont think Dontnod will be able to reach what they managed with Life is Strange, sadly. Still I enjoyed this for what it offered. Dontnod has really managed to get some good looking art style in their games. Great atmosphere.

Honorable mentions:
Genshin Impact - Too much gacha pay to win, so I never got very far, but impressive scope and gameplay for a "free" game.
Command & Conquer Remastered Collection - Nostalgia all the way!

  1. [PS4] [RPG] [Square Enix] Final Fantasy 7 Remake
  2. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  3. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  4. [PC] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  5. [PC] [RPG] [Square Enix] Dragon Quest XI S: Definitive Edition
  6. [PC] [Action RPG] [CD Projekt] Cyberpunk 2077
  7. [Switch] [Action RPG] [MonolithSoft] Xenoblade Chronicles: Definitive Edition
  8. [PC] [Roguelike] [Supergiant Games] Hades
  9. [PS4] [Action RPG] [Team Ninja] Nioh 2
  10. [PC] [Adventure] [Dontnod Entertainment] Tell Me Why
 

Raskol

Member
Sep 5, 2018
691
I'm almost certain Yakuza: Like a Dragon would be my number 1 had I played it. I hope to rectify that soon.

1. Hades - Exceptional artistry with addictive and fun gameplay.

2. Animal Crossing: New Horizons - As everyone knows, this came out at the perfect time for life under Covid-19. For at least a couple months I would look forward to playing this every day, and just having a creative and relaxing time.

3. The Last of Us Part II - A technical marvel with a compelling story. Not quite as good as the first, and should've been many hours shorter, but it deserves all its accolades.

4. Final Fantasy VII Remake - The original FFVII is my 2nd favourite game of all time so this had a tall order in living up to its legacy. It stumbled in many ways (far too linear, pointless and boring side quests, destroying the mystique and horror that personified the original Sephiroth) and excelled in many others (bringing much loved characters into the modern era with high graphic fidelity and top-notch voice acting, an update to one of the finest soundtracks ever, and possibly the best JRPG battle system created so far). Overall I greatly enjoyed my time with it.

5. Genshin Impact - A beautiful world to explore and wonderful soundtrack. The gacha stuff was a bit annoying but I got a lot of cool characters just through f2p. I look forward to returning to this game as it keeps building on itself over time.

6. Spiritfarer - A very emotional game dealing with loss of loved ones. Loved the overall aesthetic of it. The main gameplay loop was quite fun at first; but quickly grew tedious because of the constant need for materials or items that you might not know the location of, leading to a lot of time wasted just trying to find what you need to progress. Despite that, everything else was so beautifully portrayed that I'll never forget my time with it.

7. Cyberpunk 2077 - Honestly, this was a pretty mediocre game. I don't have a whole lot else to say. I think everybody who knows anything about this game knows why it didn't live up to its hype.

8. Tell Me Why - The writing, plotting, and gameplay just weren't on the level of Life is Strange. Nice to see delicate topics in a game like this, but I felt it needed more time and budget. It was a decent enough experience anyway.

  1. [PC] [Roguelike] [Supergiant Games] Hades
  2. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
  3. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  4. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  5. [PC] [Action RPG] [miHoYo] Genshin Impact
  6. [PC] [Adventure] [Thunderlotus] Spiritfarer
  7. [PC] [Action RPG] [CD Projekt] Cyberpunk 2077
  8. [PC] [Adventure] [Dontnod Entertainment] Tell Me Why
 

Zachary_Games

Member
Jul 31, 2020
2,966
Scrolling through the selection reinforces just how massive my backlog is, and how great of a year 2020 was.

1. TLoU:II - not only the game of the year, but the greatest game ever made. It is number 1 on my all-time list.

2. Ghost of Tsushima - boy this was tough putting this above Demon's Souls, since soulslike is my absolute favorite genre. However, the online takes GoT over the top. I put over 100 hours into Legends. The SP alone is worthy of earning a spot on my list, but Legends takes it to #2.

3. Demon's Souls - considering I never played the original, placing it third only affirms of how strong this year was overall for gaming. BLUF, Demon's Souls raised the bar of how souls games should play and feel. The animation and blending of controls at 60fps in this game is insane. Big props for the much improved online infrastructure that fixed latency.

4. Fall Guys - just a joy to play. Brought my friends and I a lot of joy this summer.

All in all, wow. There are so many games that I plan to get caught up on that could have very well made my list. NioH 2, FF7:R, DMC5, and a few more. Just amazing year and props to those games as well.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  3. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  4. [PS4] [Party] [Mediatonic] Fall Guys: Ultimate Knockout
 

ghostemoji

Member
Oct 27, 2017
4,818
1. The Last of Us Part II
In all truth and honesty, I don't know if a game has stuck with me as long or as profoundly as The Last of Us Part II did with me this year. There is a myriad of valid criticism to levy at the game and it's development, I get it and I understand it, I have some of my own-- but at the end of the day, the end product put together by the developers at Naughty Dog struck me in a way that very few other pieces of media have in my life. TLOU2 was not a game that was on my radar in any significant way; I was in the camp that thought the first game ended in a way that never needed a sequel. I thought going back to this world, and these characters especially, would be a mistake. I'm very happy that I was wrong.

I've never been brought to tears by a video game before. I cried multiple times playing this game. The characters in this game are human in a way that video game characters rarely are. The world and the circumstances we find our characters are fantastical and over the top, but the way the characters navigate the world are very human. People don't do the right things all the time. Most people don't do the right things most of the time. Most of us act in ways that betray logic and are driven by emotions and a desire for things to be different. The Last of Us Part II explores this all in a grim and punishing way. You watch a person you love and wanted the best for fall victim to their own inability to stop and reflect. You're forced to learn about the person you hate, and learn why they've done what they've done and watch them deal with the repercussions. You forgive that person, or maybe you don't, you grow to hate Ellie, or maybe you don't. The game doesn't tell you which way to feel about it. They just present it to you. They also put the literal and metaphorical gun in your hand. The game wants you to feel disgusted. It wants you to feel conflicted. It wants these things to weigh on you heavily. I get why people don't like it, but it was very powerful for me.

There are no heroes in The Last of Us Part II, and there isn't even redemption. It's a story about the reality of being human.

In the end, I spent weeks thinking about this game after I was done with it. I needed to talk about it with anyone who'd have me. No game has ever done that for me before. The Last of Us Part II is an achievement.

Also, the ending is far too long.

2. The Pathless
A game that I knew nothing about before searching for something to play on my PS5 that I got at launch unexpectedly. A game that I would have never played if a B2G1 sale didn't break the way it did. The Pathless is a beautiful experience. Of the several Breath of the Wild inspired games that landed in my lap in 2020-- this is the one that resonated most strongly with me. The traversal through a beautiful haunted world, and a promise of a small puzzle around every corner was the gameplay loop I needed when this game arrived at my door. It was a quiet meditative panacea in a world of chaos in late 2020.

The story isn't anything write home about (though, it's not bad)-- but the visual splendor of the boss encounters, and the INCREDIBLE Austin Wintory soundtrack is something that I really wish more people would've experienced this year. If for some reason you're reading through all of these-- please give this game a chance. It's a real hidden gem for 2020.

3. Astro's Playroom
This is the first game I played on my PS5 and it's hard to express how much pure joy this experience is. It's for all intents and purposes a tech demo! It shows off the Dual Sense controller and offers you some basic platforming levels to run through. The levels are good, but it's the absolute celebration of the PlayStation brand that was so compelling to me. If not evident by the contents of my GOTY list-- I was a PlayStation kid. I've always had some Nintendo sprinkled in and about, but getting a PlayStation for Christmas in 1996 was what made me a video game enthusiast. Exploring that history and playing through these themed worlds gave me nothing but pure joy. Pure and absolute.

4. Spider-Man: Miles Morales
I don't like superhero stuff-- I didn't play Spider-Man on the PS4. I was very bored by the idea of Insomniac making licensed products now instead of trying something new and fresh. I bought this game because it had raytracing in it and I wanted something that would be a showcase for my new PS5. What I got with that was an incredibly fun action game that hooked me for the 20-25 hours it took me to rip through the platinum trophy. Learning about Miles, and seeing his world, as a white kid who grew up in the middle of cornfields, fun and enlightening. It's really fun to get to play as characters who live an entirely different experience as I did. It's one of the games I'd point to that shows how valuable this medium can be to helping shine a light on the different experiences that people have while still just being a mechanically-rich super fun action game. I'd love to see more of Miles and other fresh characters in the future.

Not sure that I'll go back to the OG game. This game is a tight experience, and if it were any longer, I'm not sure it'd be on my list. It's perfect as it is.

5. Crusader Kings III
This was my first time playing an entry in the Crusader Kings series, and the first game on my list this year that turned what felt like 30 minute play sessions into 5 hour marathons. I'm not good at Crusader Kings, I'm actually pretty bad. I usually always play a Catholic kingdom so I don't get rolled over by the Pope every 5 years, and even then I save scum like a madman-- but the emergent stories that come from these random characters is so compelling and interesting that I kept playing and playing. I become attached to these characters and want them to thrive. I also want to kill my brother or children from time to time. For the greater good.

6. Genshin Impact
Genshin Impact came out of nowhere for me, and kind of kicked off the Breath of the Wild-inspired train that was a major theme in 2020. I did run out of steam on Genshin Impact earlier than I thought I would, but the fact that a free game gave me so much to explore and play with was really refreshing. The combat was really fresh and unique, and the art and world were fun to explore even if everything felt a little empty overall. The treadmill eventually killed my interest in the game, but I'm happy for the time I spent with it and I'll probably jump back in at some point.

7. Animal Crossing: New Horizons
This is the game I certainly played the most of in 2020. It was something that I really needed for the start of the pandemic, and it was something that my partner and I came to rely on in those early days. This was my first AC game, so everything was fresh, new, and exciting. Mechanically, there are quite a few bummers about the game obviously, but those didn't stop me from enjoying the game. They just make you have to work harder than you should to get where you want to go. Tier-lists are garbage and Hamlet is my bro.

8. Final Fantasy VII Remake
Final Fantasy VII is a game that I generally think is pretty overrated in the larger canon of video games. It's got an incomprehensible story, but it has an art style that is so unique and came at time that was so formative for many of us who were playing games at the time. I didn't have my breath held too much for this to be any good-- Nomura is not someone who I count on when it comes to consistency and restraint. Fortunately, I think the strength of VII Remake is not being afraid to change things and meddle with something so beloved. It's pretty clear to me at this point that a straight up remake or remaster would've been underwhelming, and the changes made here were fun and kept me invested. I wasn't crazy about some of the re-imaginings of places like Shinra HQ, but overall, Nomura and co. nailed exactly what they were trying to do and I'm interested with what they do next.

9. Immortals Fenyx Rising
Oh boy, I'm getting tired of writing. This game is the most direct Breath of the Wild inspired game on this list. It's mediocre in a lot of respects. The story is not very interesting-- the dialogue is pretty bad to cringeworthy-- and I really didn't like any of the character designs or artstyle. What I really did like was the density of puzzles and having a huge map to explore without restriction. None of the puzzles stand out as being noteworthy enough to call out, but the amount of them assured me that there was always something around the corner and I really enjoyed that. The game's eyes are at times little too big for it's mechanical stomach, there are a lot of janky physics puzzles that often break or don't work right in some way and that's frustrating. The game also forces you into combat often and I really didn't enjoy that a lot until I was absurdly overpowered. I turned the difficulty down every time I was in a new area and immediately made my way to the Wraith to kill them and eliminate them. I could've used without that element in the game at all.

10. The Last Campfire
The last of my Breath of the Wild-inspired games on the list. You explore and do puzzles. A soft, lovely voice narrates you on the way. This is my "before bed" game of the year for sure. Love the art style and the puzzles are a good balance of making you feel smart, and not so much just feeling dumb.

Honorable Mentions
Bugsnax
- Cute and funny. If the mechanics of catching and documenting the various snax was more engaging, this game would've been on the list. I want to give a shout out to this games for including a background level of representation that doesn't get anymore specific than that's who these characters are.

Tony Hawk's Pro Skater 1+2 - I kicked this one off the list just so other things could be on the list. THPS is a huge part of growing up for me and this remake nailed everything about the feel and presentation of those first two games. Sitting on the couch with my partner passing the controller back and forth is one of my favorite memories of 2020.

Kentucky Route Zero - I don't actually care for this game much. I think it's pretty boring, and the writing doesn't know what subtlety is. It has it's message and it beats you over the head with it. However, I absolutely love the performance scene in Act III and people should check it out.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [PS5] [Action Adventure] [Giant Squid] The Pathless
  3. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
  4. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  5. [PC] [Grand strategy] [Paradox Interactive] Crusader Kings III
  6. [PC] [Action RPG] [miHoYo] Genshin Impact
  7. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
  8. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  9. [PS5] [Action Adventure] [Ubisoft] Immortals Fenyx Rising
  10. [Switch] [Adventure] [Hello Games] The Last Campfire
 
Oct 25, 2017
1,149
Ok, my top games of the year:

9. Avengers - Like most will say, the campaign was actually really good. Should NOT have been GAAS!!!

8. Dragon Ball Z: Kakarot - not mind blowing, but it was fun playing through some of these fights instead of watching them drag on for 3 episodes.

7. Fall Guys - mostly a flash in the pan, but I had loads of fun during my time with it.

6. Resident Evil 3 Remake - Not nearly as good as 2, but a quick and fun jaunt through raccoon city!

5. Miles Morales - it was great returning to some web slinging action. Found the side stuff less annoying too this time!

4. Demons Souls Remake - Just as great as i remembered. So nice I platinumed it twice!

3. 13 Sentinels: Aegis Rim - Holy moly what a Rollercoaster of a story. I got attached to almost EVERY SINGLE character.

2. The Last of Us Part 2 - For a game that most people focus on the story, I want to highlight how great the game play was here. I played it in tandem with a buddy and it was funny how the two of us approached almost every area or situation totally differently.


1. Final Fantasy 7 Remake - a remake was my goty last year so I didn't want to do that again. Yet, here we are. I was obsessed with this when it released and I still reflect on it fondly.

  1. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  2. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  3. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  4. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  5. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  6. [PS4] [Survival Horror] [Capcom] Resident Evil 3 Remake
  7. [PS4] [Party] [Mediatonic] Fall Guys: Ultimate Knockout
  8. [PS4] [Action RPG] [CyberConnect2] Dragon Ball Z: Kakarot
  9. [PS4] [Action Adventure] [Crystal Dynamics] Marvel's Avengers
 

Plasma

Member
Oct 25, 2017
6,640
1. Final Fantasy VII Remake - The new battle system is really engaging and I liked the changes they made to the story which kept it feeling fresh despite knowing where it was all going. Midgar was always one of my favourite areas in FF7 and I'm glad they fleshed it out some more here. The only negative I have is the visuals can be somewhat inconsistent in some areas of the game but it didn't get in my way of enjoying the game.
2. Astro's Playroom - A wonderful experience that combines nostalgia, platforming and really good use of the dual sense controller. This is one of the best games I've played this year and I would love for Asobi Team to make a full game to really see all the things they can do with this controller.
3. Persona 5 Royal - Would be ranked number one if I hadn't already played through Persona 5 already but even so the new content in this is so good it deserves to be this high up on the list.
4. Half-Life: Alyx - One of the best VR games I've ever played, you can interact with almost anything in the world as you should be able which gives you a real sense of actually being there as you're playing. As somebody that's been waiting a long time for another Half Life game the payoff in the story is fantastic. Hopefully Valve don't take another 13 years to release the next one!
5. Ghost of Tsushima - I've wanted to play an Assassin's Creed game set in Japan for years and this is pretty much it, starts to wear a bit thin by the third act but it's still a really good game.
6. Spider-Man: Miles Morales - Like Lost Legacy this cuts out all the fat of the previous games and leaves only the good parts. I can't wait to see where this series goes next.
7. The Walking Dead: Saints and Sinners - A great VR game with a lot of depth in the mechanics and how you interact with the world and characters.
8. Call of Duty: Black Ops Cold War - Up there with the best Call of Duty campaigns, Activision should give Raven a shot at making their own game without any of the other studios.
9. The Last of Us Part II - I was really enjoying this up until the change midway through, the story just grinds to a halt at that point and I could never reconcile with the other character. It's still plays great though and is one of the best looking games I've ever seen. I'll definitely give it another playthrough if it gets a PS5 patch.
10. Resident Evil 3 Remake - It still plays like RE2 which was a fantastic game but the only thing I can say that this game did better than that remake is the music but in every other department the game falls short. It cuts a lot of content out of the original, makes the levels extremely linear and removes the player choice which was one of the more interesting aspects of the original. It's a shame that this game got the short end of the stick because it had the potential to be even better than RE2 but the developers made some really odd design decisions that ultimately made it worse than the original.

  1. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  2. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
  3. [PS4] [RPG] [Atlus] Persona 5 Royal
  4. [PC] [Shooter] [Valve] Half-Life: Alyx
  5. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  6. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  7. [PC] [Survival Horror] [Skydance Interactive] The Walking Dead: Saints and Sinners
  8. [XSX] [Shooter] [Treyarch] Call of Duty: Black Ops Cold War
  9. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  10. [XBO] [Survival Horror] [Capcom] Resident Evil 3 Remake
 

Deleted member 59261

User requested account closure
Banned
Aug 16, 2019
96
1. The Last of Us: Part II - few games have ever made feel like TLOU 2 made me feel. I felt empty for a couple of weeks after being "done" with it. To date I've completed it five times and gotten all the trophies. I just want more time with these fantastic characters and their horrifying world. It was one of my most awaited games ever and it met and exceeded all my expectations. It has amazing graphics, fantastic sound design (and music), acting in the same class of the best of films and a bold story structure which surprised me alot. My top 3 games of all time just got a new entry with this game's release.

2. Black Mesa - A mod turned into a game finally released this year. And what a game it is! Not as good as Valve's own Half-Life games but it is still fantastic. Great fps gameplay and a well designed world. I played the first part for free 5-6 (?) years ago and with the new Xen additions I happily paid for it last fall.

3. Hades - Roguelike game with amazing character design and gameplay that makes you don't want to put down the controller makes this my 3rd best game this year.

4. Resident Evil 3 Remake - A fun action romp that was great while it lasted. Too bad it was so short. Not as good as Resident Evil 2 that released 2019.

5. Ghost of Tsushima - A beautiful world damaged by its open world design. Why does so many open world games have to feature this Ubisoft-collectathon weirdness. The colorful world of Tsushima has events all over the island but I would like to travel and explore on my own without getting into combat or be disturbed by a bird/fox wanting me to find something all the time. This reminds me of why I stopped playing Assassin's Creed games after the 3rd one. While the moment to moment gameplay is good and the story is intriguing I tired on the game and still hasn't finished it (I will eventually though).

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [PC] [Shooter] [Crowbar Collective] Black Mesa
  3. [PC] [Roguelike] [Supergiant Games] Hades
  4. [PS4] [Survival Horror] [Capcom] Resident Evil 3 Remake
  5. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
 
Oct 25, 2017
3,771
Like some others here, I played very few new games this year. While I'm super fortunate to have been able to keep my job and work from home, eliminating the commute eliminated most of my gaming time. So I'm going to vote for exactly one game (because all the rest of what I played either released before 2020 or I don't want to recognize here - looking at you Mario 3D All-Stars).

Hades was, and still is, incredible. I've finished my ten runs and I'm still playing. Still unlocking new weapons and legendary keepsakes. Still completing the mirror. Still finding new ways to win and to lose. It's holding my attention in a way I've never had a rogue like do after beating it.

  1. [Switch] [Roguelike] [Supergiant Games] Hades
 

Bansai

Teyvat Traveler
Member
Oct 28, 2017
11,295
Welp, this year turned out to be a massive disappointment (I'm looking mostly at you CP2077, REmake 3, and TLOU2) but not without two big surprises.

1. Ghost of Tsushima - undisputable game of the year for me, I've always been a fan of feudal/medieval Japan, so Sucker Punch's new IP has blown me away. The game had everything a fan of the setting like me could want, beautiful both technically and artistically open world that is well paced, great characters you actually cared for, engaging story, and probably the best melee combat out of western dev in recent years. To top it all of, Suck Punch went extra mile and added post-launch free multiplayer mode which prolonged the fun I've had with the game for about another 40-50 hours.

Amazing package, one of the best bang for your buck you could ask for this year. PS4 could not have asked for a better swan song to end the gen.

2. Genshin Impact - my first big surprise of the year. If anybody would tell me I'd be playing a fuckin' gacha game I would've called them crazy. And yet, here I am, about ~700h in deep already and I'm in for the long run. Amazing world that's both well designed and fun to explore, characters that are fun to play with, and gameplay polished to a shine. It's not a secret that the game is heavily inspired by BotW, but that's actually one of the main points that prompted me to try the game and I was not disappointed. Mihoyo added their own spin to the formula (more interesting combat and some actual story) and the train keeps chuggin' for now and me along with it.

3. Final Fantasy VII Remake - an amazing nostalgia trip. Not a fan of some of the changes, but the overall package was oozing Final Fantasy VII and playing through part of its story again, with modern graphics and gameplay systems was an absolute blast. Hopefully they can keep the rest parts on the very least the same level as part 1.

4. Nioh 2 - Not much to say here, the game doesn't really feel like a full-blown sequel, but it improves on the best action RPG combat ever made, so by default it needs to be on my best games of the year list.

5. Katana Kami: A Way of the Samurai Story - my second big surprise of the year. Not the fact that the game is good, just the fact that it exists lol. Like I mentioned in my GOT summary, I'm a big fan of the setting, so I've been a long standing fan on the Way of The Samurai series and this spin-off did well to scratch that unique itch. Shame the game was clearly made on a low budget, but it presevres the spirit of the series well and kept me engaged for about 80 or so hours. Here's hoping it sold well enough so they can make a proper entry in the WOTS series.

I played a lot more games this year obviously, but honestly, I'd be hard pressed to list them on my personal favorites of the year.

Honorable mentions to Hades, Half-Life: Alyx and Huryle Warriors: Age of Calamity - didn't get the chance to play them yet (except for HW:AoC demo) but I've feeling they would find their way on the list if I did.

  1. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  2. [PS4] [Action RPG] [miHoYo] Genshin Impact
  3. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  4. [PS4] [Action RPG] [Team Ninja] Nioh 2
  5. [PS4] [Action RPG] [Acquire] Katana Kami: A Way of the Samurai Story
 

Arshes

One Winged Slayer
Member
Oct 25, 2017
132
Canada
1. Persona 5 Royal - Persona 5 is my favorite game, and royal improves on it in every way, along with adding some of the best content in the series
2. Final Fantasy VII Remake - It expands and improves the midgar section and the characters of the game while adding an excellent new combat system. I am very excited to see what come's next.
3. 13 Sentinels: Aegis Rim - It has one of the best stories I've ever seen in a game, and should be experienced by everyone.
4. Hades - My favorite roguelike due to it's engaging story, likeable characters, and tight action gameplay.
5. Kingdom Hearts Melody of Memory - It's a good rhythm game that uses some of the best music in games.
6. Hyrule Warriors Age of Calamity - I enjoy how it expands on the world of breath of the wild while also being one of the best musou games.
7. Spider-man Miles Morales - It's a smaller, tighter, more focused version of the spider man formula.
8. Paper Mario the Origami King - I enjoy how inventive and creative the game is with it's various chapters. It also has an excellent soundtrack
9. Tony Hawk's Pro Skater 1 + 2 - It''s my first tony hawk game, I an enjoy it a lot. VV knocked it out of the park.
10. Astro's Playroom - It's a fun look through the history of playstation while being an enjoyable platformer.

  1. [PS4] [RPG] [Atlus] Persona 5 Royal
  2. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  3. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  4. [PC] [Roguelike] [Supergiant Games] Hades
  5. [Switch] [Rhythm] [Square Enix] Kingdom Hearts: Melody of Memory
  6. [Switch] [Hack and slash] [Omega Force] Hyrule Warriors: Age of Calamity
  7. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  8. [Switch] [RPG] [Intelligent Systems] Paper Mario: The Origami King
  9. [PS4] [Sports] [Vicarious Visions] Tony Hawk's Pro Skater 1 + 2
  10. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
 
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HououinKyouma

The Wise Ones
Banned
Oct 27, 2017
8,366
1. Persona 5 Royal
-The original game that came out in 2017 was already one of my favorite games of the generation. However, there was always one thing that I soured on, and that was the endgame content. It felt so tropey and didn't jive well with the rest of the game in my opinion. With Royal however, that is not only solved but it has also skyrocketed Persona 5 to be one of my favorite RPGs of all time. The new content is absolutely superb, from top to bottom. The new characters, such as Dr. Maruki and Kasumi are brilliant and instantly became some of my favorites. The new music is gorgeous and is some of Meguro's best work, especially in the endgame content. I rarely handout personal 10s, but I'm happy to give that label to Royal. This was the best game I played this year.

2. Final Fantasy VII Remake
-There was no way this game was supposed to work. An all-time fan favorite being completely transformed for the modern day? No shot. Those mad men over at SE managed to pull off the impossible however. OG FF7 has always been one of my top 2 or 3 favorite games of all time, but I set expectations low going into this. The results with this remake though were stunning. More important than any individual aspect of the game was that Square absolutely nailed the heart of the story and these characters. Everyone seemed to fix exactly what I had in my mind when I originally played the game decades ago. What really surprised me is how great the battle system is too. I was expecting this to be an after-thought, but it was far from that.

3. Cyberpunk 2077
-Oh boy. So let it be known that I played this game on the PS5. Make no mistake, this game is heavily flawed. It crashes about every couple hours and is buggier than all hell....but honestly, when I think back on my experience with the game, that's not what sticks in my mind. What does is the gorgeous, dystopian world. What sticks in my mind are the incredible characters like Panam and Judy. To sum up my overall experience in a nutshell, I remember getting the exact ending I was hoping existed and LOVING every second of it....annnd then it crashed during the credits lol. Despite my frustrations with the game, I can't help but look fondly on my overall experience. I'll certainly be there when they release new content as well.

4. The Last of Us Part II
-The Last of Us Part I is probably my favorite game of all time. While Part II doesn't nearly reach the heights of the original for me, this is still a wonderful game. Naughty Dog is still unmatched in terms of game presentation, and I don't think that's changing anytime soon - this game is just in a different league than others in that regard. Despite the story beats and characters not quite resonating with me, I love how confident of a story Druckmann & team created - it's clear that felt passionately about this.

5. Fall Guys
-Man, I can't explain how badly I needed this game over the summer. Since I haven't been able to see my friends in person and play the usual Mario Party and other party games, Fall Guys was able to fill-in admirably. I'll never forget the first few days playing this game and having legitimate belly laughs seeing my friends screw up and then the tense anxiety of trying to get that first crown. The game died rather quickly for my friends and I, but I'll never forget those magic moments where we were able to just forget about the world for a little.

6. 13 Sentinels: Aegis Rim
-My biggest regret was binging this game over a week. All of the twists and turns became super exhausting by the end and my brain was fried lol. With all that being said, anyone looking for an awesome sci-fi story should check out 13 Sentinels. The art style is gorgeous, each character has their own quirks and personality traits to really feel unique, and the story is mind-bendingly enjoyable. I really hope Vanillaware continues to be able to make games like this.

7. Ghost of Tsushima
-What a fun, gorgeous game. What I appreciate is that Sucker Punch didn't go out of their way to try and invent some crazy new open-world concepts. Instead, they took the traditional open-world genre and attempted to perfect it. I ended up just happy-pathing the main content about halfway through as I was starting to get a bit burned out, but the time I played with was certainly enjoyable. I can't wait to see what Sucker Punch makes next.

8. Astro's Playroom
-I somehow got emotional playing this lol. This game is not only the perfect tech demo but is a perfect, nostalgic tribute to the PlayStation brand as a whole. Make no mistake, PlayStation finally found their mascot. I would be stunned and disappointed if we don't see a big-budget Astro game after the reception this received.

9. Cold War
-It's a Treyarch Call of Duty. Somehow, there still isn't anything on console that plays quite like this. Multiplayer is still top-tier despite the moments that make me want to toss my controller.

10. Resident Evil 3
-So I loved the first few hours of the game, but....what happened after that? It's not bad, but it just felt so rushed for some reason. I created a thread when I finished the game and said that this felt more like the perfect expansion pack for RE2 remake as opposed to a full-fledged title. I enjoyed the value I received at the $20 price point, but I would have been pissed if I spent $60 on this.
  1. [PS4] [RPG] [Atlus] Persona 5 Royal
  2. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  3. [PS4] [Action RPG] [CD Projekt] Cyberpunk 2077
  4. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  5. [PS4] [Party] [Mediatonic] Fall Guys: Ultimate Knockout
  6. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  7. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  8. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
  9. [PS4] [Shooter] [Treyarch] Call of Duty: Black Ops Cold War
  10. [PS4] [Survival Horror] [Capcom] Resident Evil 3 Remake
 
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regenhuber

Member
Nov 4, 2017
5,215
1. Yakuza 7

Imagine being in a relationship with a great women, only downside is.... she smokes and you hate the smell.
One day she walks in and tells you that she quit on a business trip.
That's how I felt when I read about Yakuza ditching the brawler combat.
It isn't a perfect game because you sometimes see that this was their first try at turn based combat (getting stuck, AoE not really dependable) but it was pretty damn close.

2. Ghost of Tsushima

The Assassins Creed Japan game I always wanted. Arguably the best combat in any open world game.

3. Animal Crossing

Was my first AC game and I kinda fell off it after I had maxxed out my house but the 75ish amazing hours I had with it will always be a fun memory.

  1. [XSX] [RPG] [Sega] Yakuza: Like a Dragon
  2. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  3. [Switch] [Simulation] [Nintendo] Animal Crossing: New Horizons
 

Noble

Member
Oct 27, 2017
1,680
  1. [XBO] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  2. [PC] [Action RPG] [CD Projekt] Cyberpunk 2077
  3. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  4. [XSX] [Shooter] [The Coalition] Gears 5
  5. [PC] [Flight simulator] [Asobo Studio] Microsoft Flight Simulator
  6. [PC] [Roguelike] [Supergiant Games] Hades
  7. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  8. [PS4] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  9. [XSX] [Racing] [Playground Games] Forza Horizon 4
  10. [PC] [Turn-based strategy] [Splash Damage] Gears Tactics
 

tiebreaker

Member
Oct 25, 2017
12,153
  1. Ghost of Tsushima - It was difficult choosing the #1 between Got and TLoU, but I eventually decided on GoT as it's the game that I resonated with me the most. It's the Assassin's Creed game in Japan that people have been craving for, and Sucker Punch delivered.
  2. The Last of Us part II - It's just a very well done game. The set pieces are amazing and so is the moment to moment gameplay.
  3. 13 Sentinel Aegis Rim - Great art style coupled with engaging story.
  4. Final Fantasy 7 Remake - Reliving one of the best PS1 game with more details and modern combat system.
  5. Yakuza Like a Dragon - Yakuza is always up there. Ichiban is such a fun character.
  6. Astro's Playroom - One of the most enjoyable platformer for me. It was fun finding all the Playstation nods in the game.
  7. Demon's Souls - It's a souls game. The level and bosses are more experimental than other in the series for better or worse.
  8. Spider-Man Miles Morales - An improved and streamlined game over its predecessor.
  9. Bugsnax - Sleeper hit of the year. Game has a lot of heart.
  10. Puyo Puyo Tetris 2 - More Puyo Puyo and more Tetris.
Honorable Mentions:
  • Brigandine : The Legend of Runersia
  • Ys: Memories of Celceta
  • Sakuna of Rice and Ruin
  • Fall Guys
Because I haven't finished these games, but they are all excellent and would have been in the top 10 otherwise.

I forgot Fall Guys, but I don't feel like bumping out any of my top 10 Over it.

  1. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  2. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  3. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  4. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  5. [PS4] [RPG] [Sega] Yakuza: Like a Dragon
  6. [PS5] [Platformer] [Sony Interactive Entertainment] Astro's Playroom
  7. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  8. [PS4] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
  9. [PS4] [Adventure] [Young Horses] Bugsnax
  10. [PS4] [Puzzle] [Sega] Puyo Puyo Tetris 2
 
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Roxas

The Fallen
Oct 28, 2017
3,573
Buenos Aires, Argentina
I'll preface this by saying that while there's been many great games, I'm making this list only based on how the games made me feel.

1- Half Life Alyx
This has been a pretty dark year for everyone, and personally for me it started being horrible even before COVID. I think that the happiest/most excited I've been all year long was when I reached the end of Half Life Alyx, I still remember that joy. I've never been as immersed in a world as I've been in that game, hell, I almost broke one of the controllers because I was so absorbed I ended up hitting the floor because I forgot where I was. I know, VR Is expensive, it's niche, but Valve made an amazing game that truly deserves to be played, one that really encapsulates why VR can do experiences that no other medium can.

2- Yakuza Like a Dragon
Following the above, truly there is only one game suited for this year, and it's Yakuza Like a Dragon. The story of Ichiban is truly what we need this year, he's such a wholesome character, always looking for the best in others, extremely loyal to a fault, and always trying to do right by what he believes in. Combine that with a great supporting cast, fun cameos and a surprisingly enjoyable combat system, that's one hell of a game that had me laughing and also could hit me right in the feels all through and through. Yes, it's not perfect, the difficulty spike is real and I had to grind, but then again, I don't think any game this year was perfect, but the pros far, faar outweigh the cons.

3- Resident Evil 3 Remake
I know, I'm as shocked as you are, I bought it on launch day on steam kinda mad that it was expensive in my regional pricing, knowing that it was short, but you know what, I played this game (as per the steam stats) for about 70 HOURS, I unlocked everything, and the modding community added a lot to it (Getting chased around by Shrek is a lot more terrifying than Nemesis). Turns out, a sweet experience that I can blast through is not a bad thing to have around! I love that the game doesn't waste my time with a lot of filler, it's really really great and I highly recommend it.

4- Final Fantasy VII Remake
Oh god Nomura did it again, this game has it's fair share of problems, sure, and I'm not 100% on the combat, but the quality is undeniable. There's a ton of love for the original game here, and a lot of subversive stuff too! The graphics are insane, specially close to the end I felt like when I was younger and marveled at Advent Children's quality, well, it took a long time, but here we are. It's a wild ride, and I'm super thrilled for whatever comes next in part 2.

5- Demon's Souls
Having bought a 3080, a PS5 and a XSX (Yeah, I know, broke the bank this year), I have to say that only one game blew my mind visually, to the point that I went "Ok, THAT'S Next Gen" and that's Demon's Souls. Visually speaking the game is impecable, the spider boss's fire lighting the passage, the dragon, the storm in world 4, the prison, it all looks insane, and it plays really well! Having never played Demon's Souls before, I really liked it here. It's not higher up the list because, while I love it, it does still feel like a step back from the rest of the "Souls" series in terms of gameplay, the bosses particularly, while insane looking, are really the weakest part of the experience. Still, it left me excited, and I've finished it twice already, I am kinda scared that when Elden Ring comes out it will for sure not look as good as this game, and that will probably dissapoint some folks, but hell, if you want to show off your PS5, this is the game to do it.

Honorable Mentions:

-Spider-Man Miles Morales

I like the previous Spiderman game, I didn't love it like most people, and Miles was, essentially, more of that but with less filler, a sweet 8 hour experience that left me satisfied and not like I wasted my time. Enjoyable for sure, but not at the same degree as my top 5.

-Persona 5 Royal
Oh man, I loved Persona 5, and the entire series, but if I'm honest, Royal just lost me, I was up to August (in game) and while the quality of life stuff and the new characters were pretty good, I felt the game drag, and I stopped playing it. I came back to it later down the year, and I found the extra content a bit of a mixed bag, sure, some of it I liked a lot, some of it, I didn't, but if you've never played Persona 5 before, by god this is a must buy.

  1. [PC] [Shooter] [Valve] Half-Life: Alyx
  2. [PC] [RPG] [Sega] Yakuza: Like a Dragon
  3. [PC] [Survival Horror] [Capcom] Resident Evil 3 Remake
  4. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  5. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
 

padlock

Banned
Oct 27, 2017
867
1. Half Life Alyx - Incredibly polished and immersive. Shows how simple interactions (i.e. reloading a weapon) can add a great deal to the experience when performed via 1 to 1 motion controls. Feels truly next level, like playing something from the future.

2. Microsoft Flight Simulator - A technical marvel that's also super engaging. Did wonders to help ease the feelings of isolation caused by the Covid lock down.

3. Cyberpunk 2077 - I played on a high end PC and didn't encounter many of the technical flaws which plagued a lot of people. The underlying game is right up my alley. It's basically a cross between an immersive sim and a first person rpg, both of which are among my favourite genres. I liked the story and the setting.

4. The Room VR - Beautifully crafted puzzle game. Once again, being in VR made everything feel more engaging.

5. Factorio - While it's a game that most people have played years ago, it just released from early access this year. An absolute gem that scratches my optimization itch better than anything else

  1. [PC] [Shooter] [Valve] Half-Life: Alyx
  2. [PC] [Flight simulator] [Asobo Studio] Microsoft Flight Simulator
  3. [PC] [Action RPG] [CD Projekt] Cyberpunk 2077
  4. [PC] [Puzzle] [Fireproof Games] The Room VR: A Dark Matter
  5. [PC] [Simulation] [Wube Software] Factorio
 
Oct 27, 2017
7,139
Somewhere South
1. The Last of Us Part II
Pinnacle of narrative/storytelling-drive gaming. Game delivers an experience in storytelling that truly only games can deliver, all the while with quality and polish of the best of TV/cinema. Gameplay vastly improved over the first game, too, and some of the best presentation in the medium - animation system is way, way far ahead of everyone else.


2. Final Fantasy VII Remake
It was pretty tough deciding between giving this or TLOU2 the top spot. OG FFVII is my favorite game of all time, probably the one I sank most time into (I spent a LOT of time chocobo breeding, really), and the Remake takes everythig that made the original great, amplifies it, modernizes everything that needed modernizing. All the heart is still there, intact, and all the extra detail, dialog, re extra brush strokes that help paint a more vivid picture of who those characters are. If anything, the Remake makes the original even more powerful, while being kind of its own thing. It's great.


3. Ghost of Tsushima
Not only an incredible experience in open world narrative - meaningful content from beginning to end - but also some of the best free DLC in quite some time.


4. Demon's Souls
Original was a great game, marred by limitations in tech and budget. BluePoint lifted those limitations and delivered the full experience as it should be.


5. Hades
You can always count on Supergiant to deliver both tight, satisfying gameplay and beautiful, exhilarating art, visuals and soundtrack. Hades does both, plus pretty great narrative, in a pretty replayable package.


6. Spelunky 2
It's a dangerous game, and the danger is that you'll get so addicted to it than you won't play anything else for a while. Just one more run. Just one.

  1. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  2. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  3. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  4. [PS5] [Action RPG] [BluePoint Games] Demon's Souls
  5. [PC] [Roguelike] [Supergiant Games] Hades
  6. [PS4] [Platformer] [Mossmouth] Spelunky 2
 

YaBish

Unshakable Resolve - One Winged Slayer
Member
Oct 27, 2017
5,341
Only got around to doing full writeups for some of my games, but I loved all of them.

1. 13 Sentinels: Aegis Rim - Interesting narrative conceit meets ingenious narrative structure to incredible results. 13 Sentinels isn't perfect, but it's a game that knows how it wants the player to feel in every moment, which given the jigsaw nature of the story is quite a feat. I think about it quite often, and I imagine it'll be looked back on as a watershed moment for narrative in games, much as Disco Elysium was last year.

The RTS battles are also a fun excursion, don't overlook them.

2. The Last of Us Part II - Upon finishing The Last of Us Part II in July, I was uncertain if it would be my personal game of the year. I had seen the leaks back when they happened, and like many I was surprised at the order of events within the game proper. The leaks were certainly framed in a way to incite anger as much as possible, and it felt as though the game was reactive in attacking the leaker's agenda. It was hopeful where the leaks said it wasn't, bleak when I expected it least. I'm still working through my feelings about the narrative and story nearly half a year later, but suffice it to say it is exceptional. Character performances are top of the line, and help sell some crazy narrative twists that I'm so glad weren't spoiled.

The gameplay is also a major step up from their prior work, with the prone functionality being especially helpful for sneaking through areas. But my favorite part is the order of operations and pseudo-sandbox usually inherent to stealth games that the first game lacked. By opening up the combat arenas and diversifying the level design, Naughty Dog has created a truly exceptional gameplay loop that gives you more options and opportunities the more you put into it. The fluidity of control is masterful, but even so I hope that their next game is a departure from the gameplay style Naughty Dog has been chasing for a decade and some change.

When all is said and done, The Last of Us Part II stands as the pinnacle of Naughty Dog's catalog. Ironically, its slavish devotion to the first game's gameplay, (not narrative, like so many misconstrued) is also its downfall. It leans too much on the past for me to consider it as my game of the year.

3. Hades - The concept of Hades is simple enough to grasp. Extending Supergiant's hallmark gameplay to the roguelike genre seemed like a natural fit, even upon the game's announcement in late 2018. But watching Hades evolve and mutate over the past two years into the eventual 1.0 release was astounding. With each weapon, boss, and character added, the calculus of getting out of hell shifted dramatically. By the time I reached credits on my PC savefile, I had over 100 escape attempts. Even after finishing I'm still finding new lines of dialogue commenting on how my last run had gone and new boon combinations that allowed me to blitz through a run in 15 minutes.

But Hades' greatest success is in adapting the narrative to the roguelike genre. Many roguelikes have either eschewed a grander narrative and pared down characters' importance to the story, or have gone with a time loop scenario to avoid the nightmarish dialogue checks you'd have to build. Narrative Lead Greg Kasavin and his team have designed Hades to react to every action you take, and many you didn't even realize you took. The early-access nature of the game throughout development could have made the storytelling feel repetitive, but as the updates rolled in, every character continued to get development, lending Zagreus' journey a real sense of time and place.

It's a credit to Supergiant that despite their numerous accolades, they continue to innovate in the indie space. I know that wherever this team goes next, I'll follow; especially if it gives me another chance to fight out of hell.

4. Crusader Kings 3 - I came to Crusader Kings 2 late in the game's lifecycle. All of the major DLC packs had already been released, and the game was in a mature state. Being a decade old Paradox game as of writing, I found the UI and documentation uninviting (to say the least) and it took a full afternoon of watching YouTube videos for me to parse what I was doing. Once I got the general swing of things, I was able to enjoy myself, but I could never shake the feeling that the up-front investment was ridiculous (both literally and figuratively, considering the cost of all the DLC) to expect of a new player.

Enter Crusader Kings 3 – still a ridiculous investment, but one I've already made. The ~80 odd hours I put into CK2 in 2019 were paid forward into the sequel. Like most great sequels, Crusader Kings 3 retains the core conceit, tightens up extraneous elements in the gameplay, and adds a great new coat of paint. Much of the expanded content from CK2's DLC is present and available for free, avoiding the awkward "Samus trips and loses all her weapons" issue, and making the transition even smoother. I can't say the game isn't daunting for newcomers, but if you've dabbled in the past, CK3 is a great jumping on point.

5. Ghost of Tsushima - Many games' primary verb that best describes the gameplay is shoot or run or punch or slice or talk.

Ghost of Tsushima's verb is inhabit.

6. Final Fantasy 7 Remake - What an easy game to fall in love with. It's like Cloud and the gang never left.

7. Spider-Man: Miles Morales - In Batman Arkham City, there's an incredible sequence where you infiltrate the Joker's base of operations inside of an old steel mill. You fight your way through, eavesdropping on his henchman as they discuss their bosses' plight. Eventually you reach the man himself… And he dies right in front of you.

Except he doesn't! It's a trick, and Harley Quinn knocks you unconscious. You wake up to a sick Joker who informs you that he is actually dying, and he's infected you with his blood (alongside several Gotham hospitals). He shoves you out a window and tells you to solve the problem because it's both of yours now. And off you go, to save yourself and a madman.

In Spider-Man: Miles Morales, I felt the emotions the game wanted me to feel, but I also felt annoyed. Even though the game never pretended that it was going to give me any agency over the outcome, I never felt like I was authoring the events the way I did when I was playing Batman Arkham City. I felt as though everything in Miles Morales happens to Miles.

This is the game's biggest flaw, though it is understandable given the nature of the game as an origin story of sorts. These are the events that have shaped Miles, and what happens going forward will be the true test. Onward to Spider- Man Men 2!


Honorable Mention: Animal Crossing: New Horizons - Although I bounced off this game HARD because Nintendo sucks ass at online and the inventory management is archaic as fuck... One of my friends was diagnosed with breast cancer this past year and had to go through treatment/chemo. This game brought her so much joy that it's absolutely necessary for me to add it as an honorable mention because that is a remarkable testament to beauty of Animal Crossing. It's a game about routine that can bring normalcy to even the harshest of times. And that's wonderful.

  1. [PS4] [Adventure] [Vanillaware] 13 Sentinels: Aegis Rim
  2. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  3. [PC] [Roguelike] [Supergiant Games] Hades
  4. [PC] [Grand strategy] [Paradox Interactive] Crusader Kings III
  5. [PS4] [Action Adventure] [Sucker Punch Productions] Ghost of Tsushima
  6. [PS4] [Action RPG] [Square Enix] Final Fantasy VII Remake
  7. [PS5] [Action Adventure] [Insomniac Games] Spider-Man: Miles Morales
 

Mugen X

Member
Oct 27, 2017
5,744
Colorado
5. Final Fantasy VII Remake - I have never played the original so going into remake blind was a treat, right away you're greeted with one of the most high stakes/badass moments of 2020...the bombing mission. I've heard the track to the mission in the past but never with context, it's hard to describe the adrenaline I felt with some of the sickest beat changes I've ever heard in a video game. It's graphical prowess had me believing it was the most beautiful I had ever played up to that point, the lighting was exceptional and looking up at the plates in Midgard gave me chills. I'm a big fan of bonds in video games and I thought they did a good job at connecting me to the cast, the trip with Jessie and the crew felt cozy and there were numerous moments in the game where that same feeling was duplicated. Barret's rough exterior and voice give him this edge that I appreciate when in battle, but I love seeing his softer side as a parent, my appreciation for these moments in games have grown since becoming a parent myself. Whether it's those quality time moments with Aerith picking flowers, or just hanging at the bar with Tifa this game gave me some serious P5 vibes at times with it's chill environments. The story wasn't as captivating for me as some other games but it was serviceable and it kept me engaged throughout my playthrough, there was one particular section and location you visit that I loved but I won't spoil it for others. Now let's talk combat, turn based systems have drove me nuts in the past and have been the source of many temper tantrums I threw when younger. So to see the franchise move to a more action focused system was a welcome change for me, and FFVIIR nailed the mechanics in a way that kept the battle well paced and exciting, I never felt like a fight dragged or like I had grown tired of the combat like so many games before it. I'm so glad we got this and it gave me a chance to experience this legendary game, and it was worth the hype.

4. Ghost of Tsushima - A game where you play as a samurai in feudal Japan? Sounds amazing, now throw in the ability to go full blown shinobi in the shadows and you have Ghost of Tsushima. First off this games combat was the best I played in 2020, I know it's not too complex with it's mechanics but I enjoy that. The different stances offer a wide range of ways to defeat an enemy. And if you practice patience the fights can feel like a dance between you and the enemy, a constant tug and pull between you and how ever many mongols you're about to victimize. The fluidity at which you maneuver your way through a crowd of enemies feels great and those kill shots are some of the most satisfying (impaling someone right through the chest *chefs kiss*). The story in Tsushima actually surprised me, not to say I thought it would be bad but it honestly started kind of slow for me outside of the opening, but the stakes increase and Jin has to make some tough decisions that make me feel connected to him, especially when reflecting on them while soaking in a nice hot spring. The game has some very touching moments as well that made my throat tighten up a little, and games that can produce an emotional reaction out of me are my favs. With all this said, you'd be doing this game a disservice if you don't mention how it manages to capture this feeling of serenity and being at peace in a time of chaos, it deserves recognition for that alone considering the year we had. However lets also recognize it for how awesome riding over a hill to reveal a lush sea of red flowers is, I don't think any game was able to take my breath away quite like GoT. Bravo Suckerpunch, bravo.

3. Spider-Man: Miles Morales - Holy fuck was this game just a blast to play, it was everything Spider-Man ps4 was but without the fat. Miles is officially my favorite Spidey, and it ain't even close as far as this insomniac universe goes. Their interpretation of Miles made him a likeable kid with a some exclusive powers that make him a little OP at times, but that's honestly what I'm looking for when playing super hero games. Swinging through Harlem saw some light adjustments like Miles ability to use his venom powers like a vertical dash while swinging to gain more height, and his animations while pulling off tricks gives him his own swag that I love. Combat wise the game wasn't too different from its predecessor but it also doesn't need to be, what Insomniac crafted just needs to be iterated on and I felt that Miles had enough distinction between him and Peter that the combat felt unique and fun to upgrade as you progress. Tying together a mix of timed dodges, finishers, and venom punches is some of the most dopamine inducing things I did in 2020, and going cloaked is a convenient way to get out of trouble. The story was great as well, I didn't see some of the twists coming and immediately felt in attachment to these characters and their motives. Graphically it's one of the most impressive games I played this year, seeing this thing running on a ps5 with ray tracing at 60 fps is a sight to behold, and the textures and lighting are mind blowing at times. The game was a little short for my liking but I understand it was closer to a Lost Legacy experience than a true sequel to Spider-Man ps4, still I can't help but clamor for more of what Insomniac was able to do with Miles.

2. Ori and the Will of the Wisps - This game contains my favorite song from 2020, "A Shine Upon Inkwater Marsh". I won't go into too much but check it out if you haven't. Ori also contains my favorite art style or the year, and getting to play on a 4k monitor with HDR and 60-120 fps is how I would recommend anyone experience this game. Navigating maps seems to be the most mundane thing about video games today, but here it's just pure bliss jumping, dashing, and barreling your way from point A to point B. Some of the best platforming I've experienced in a while, and a combat system that forces you to use traversal mechanics in order to overcome some foes. Like P5 the music in Ori pretty much never stops which means it needs a soundtrack that's engrossing, it accomplishes that tenfold and some of the most beautiful transitions I've heard in a game. Like Ghost of Tsushima, Ori produced a vibe that very few games manage to give me these days, that feeling of peace and serenity (eventhough the game is sad as hell as times). I plan on playing the first soon, as my interest is high in this franchise now, I don't think it gets nearly enough recognition and I sincerely hope that changes.

1. Last of Us: Part II - Where do I start, this game has been called divisive a lot and for good reason as I've come across plenty of people that say they didn't care for it much or that it just flat out made them mad as a fan. However for those of us that the game did resonate with it's hard for me to find people that don't feel like it took them on what may be the most challenging emotional journey. You will feel a full range of emotions while playing this game, and while literally playing the most common for me was dread. Not because the game sucks, but because each combat encounter felt riveting and created some of the most intense combat arenas. Hearing an enemy screaming bloody murder after you blew an arm off is chilling and is one example of how Part II makes you feel the consequence of surviving in this despair filled world. It's MGS style combat takes stealth to another level, the first time I went prone and shot someone in the head with an arrow was so damn satisfying. Now like the first game environmental storytelling was going to be a big thing for me in Part II, context for how the cities and factions have gotten to their current state is important to me. Naughty Dog has always excelled at this and Part II is no exception, seeing Seattle recreated the way it was made me feel like I was visiting a city I've never actually been to. You really get a sense of what happened there and what kind of people it's inhabitants are (*hint* not good), and speaking of the latter, the game contains my favorite cast of 2020 hands down. The original crew returns of course but were also introduced to my favorite character of 2020, Abby. Such a great performance from Laura, you still can't speak about her character without spoiling much but just know that she's one of the best from all of last gen. Graphically the game still blows my mind, and I cannot for the life of me accept that this game was running on my base ps4. In a way these games are a lot like movies, like films I love talking to people about different interpretations of the story and watching them react to my favorite scenes as well. As credits rolled all I was left with was this empty feeling, as if sadness and despair was all I was capable of feeling, no game has ever managed to toy with me emotionally the way Part II did. For some that's a quick way to get dropped fast, for me its GOTY 2020.

5. FFVIIR [PS4][Action RPG]
4. Ghost of Tsushima [PS4] [[Open World Action-Adventure]
3. Miles Morales [PS5] [Open World Action-Adventure]
2. Ori and the Will of the Wisps [Series X] [Metroidvania]
1. Last of Us: Part II [PS4] [Action- Adventure/Survival Horror]
 
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lvl 99 Pixel

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Oct 25, 2017
44,706
  1. [PC] [Metroidvania] [Moon Studios] Ori and the Will of the Wisps
  2. [PS4] [Action Adventure] [Naughty Dog] The Last of Us Part II
  3. [PC] [Roguelike] [Supergiant Games] Hades
  4. [PC] [Adventure] [Thunderlotus] Spiritfarer
  5. [PS4] [RPG] [Square Enix] Final Fantasy 7 Remake


1. Ori and the Will of the Wisps - Improved every part of the first game, especially the new combat tools. Currently the most beautiful looking video game.

2. The Last of Us Part II - Technically the most impressive goty while still having some of the best TPS shooting mechanics and actor performances. Multiplayer when?

3. Hades - Close to perfect roguelike held back only by a somewhat limited enemy and stage variety.

4. Spiritfarer - This town management game has better 2d platforming than many platformers. Charming characters and animations.

5. Final Fantasy 7 Remake - The highest highs and lowest lows of the GOTY candidates. This game finally exists and is amazingly, pretty damn good.

Right behind these would be Doom, Kentucky Route Zero, Streets of Rage 4, Hivebusters and finally Them's Fightin Herds which wasn't even nominated in the fighting game category for the TGA's and also wasn't on the voting system here. Stop sleeping on that game if you have any interest in the genre guys :|
 
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