Monday, 3 August 2015

Top 5 Games of the (Half) Year

As the summer drought of games has begun I figured I should make a list of the top 5 games of the year, so far. I don't normally like lists, but if nothing else this is to help me reflect at the end of year when Fallout 4, Phantom Pain, Super Mario Maker and possibly, No Man's Sky, hasn't clouded my mind. I'm aiming to also play some games that I might have missed in the next month prior to the release of Phantom Pain. So I might do a Post Launch review for one or two of the games.

5. The Talos Principle - This is a game that was released close to Christmas last year. I know this means it might not necessarily count; but as I'm sure it didn't make it on to anyone else's list in time; I think it's ok to place it now. Because it flew under my radar and the radar of many of my friends and that's just not ok. Because it's a fantastic game that deserves all the praise it gets. I'm still playing through it but I've overcome so many puzzles that I'm confident that the later stages aren't going to flop. I'm amazed how it manages to hold up; using all of the limitations and iterations to make the game feel incredibly rewarding. As the game progresses, each puzzle completed feels like scoring the winning goal in the Champions League Final; as the boundaries of the game, line up with the player's ability to see the solution. Taking heavy inspiration of puzzle design from games such as Portal, the game builds upon the simple mechanics of basically picking up objects and knowing where to place them. All of the objects are also unlocked by solving other puzzles. Whenever the player solves a puzzle, they're given a Tetrimino (basically a Tetris piece), once the player has collected enough of these pieces they can unlock a door or a safe to progress in the game. Each of the items seem really simple both in theory and in practice. Which makes the fascinating uses of them even more amazing. So a quick checklist; we've a game that makes every puzzle rewarding to solve, with inspirations based on Portal, making use of simple mechanics and tools to create complex iterative scenarios and culminating in Tetris-like puzzles. In terms of design, it's pretty much my ideal game.

4. Rocket League - Just. One. More. Game. Who would have thought that the best Football game ever, wouldn't be Fifa? It's difficult to sum up how good it is, but by comparison to Fifa, which I'd argue is methodical, monotonous, flashy - trying so hard to replicate "the beautiful game". A game about jumping cars; putting giant mechanical balls in nets, sounds infinitely more appealing. In the end, you get a game which is impossible to predict. There's no team management, or player position. Every player plays every position and its up to each player to know when to spot the danger and to know when it's time to take the shot. It turns out, that most of the time these opportunities are every time. What this results in is a complete mess where; all the players are jumping and competing for the ball at the same time, most assists are usually failed shots, the acting goalkeeper is as likely make an amazing save as they are to score an own goal and your ability to carry the ball counts for nothing when you have to go so slow to do so. What this means is that all players have the chance to do something epic or clumsy; making each game so enjoyable. Just One More Game...

3. Splatoon - Nintendo's newest IP and first foray into the online shooter market is the most charming and rewarding game to inhabit that market in years. At it's core there are 2 teams of 4 which compete to paint as much of the map as possible within a 3 minute time period. Each player picks a different weapon which can paint the map in different ways. It has its well documented issues of course, but they are long forgotten once a game begins. Painting the map is much more than an act of art; it is a weapon to restrict your opponents, a tool to create new paths and a reflection of dominance. Each time a game starts your left to wonder how well you and your team are doing and even at the end; its often quite hard to tell who has actually won. And more often than not, the winner is decided in the final few seconds; by the team that managed to throw the most paint around. Also, the leaderboard at the end is based on the paint covered and not the amount of enemies you "splattered", encouraging the players to focus on the former; which I believe, ultimately leaves a happier post game too, leaving the players to want a rematch, in defeat.

2. Witcher 3: The Wild Hunt - As a long time Witcher fan. I was of course, incredibly excited for the final instalment of the series. Needless to say, it did not disappoint. So much so that even with its flaws of which there are a few of note; it almost doesn't matter in the scale of the adventure on offer. Rarely, do games offer such vast and enthralling storylines and characters for the player to immerse themselves in. Very quickly, the player is taught the ropes and given the choices to impact Geralt's life. This ultimately, quickly makes the player fond of Geralt; allowing them to fully absorb the world and the characters within it. This did such a good job of keeping me invested, that I played close to 150 hours; covering every inch of the world for quests and loot, and that's without ever playing Gwent (the Hearthstone-esque card game inside). My only slight gripe would be that the combat didn't feel impactful, but even then, that doesn't mean it isn't fun; because it is. It's fluid and responsive; making the player feel very much in control of Geralt. Any other year and this surely would be top of the pile in my Games of the (Half) Year.

1. Bloodborne - There's almost nothing to say. Bloodborne is so completely brilliant that I would struggle to find something to improve within it, other than simply wanting more of it. The combat is the most exciting and engaging, I've ever played in a game. The departure from Dark Souls to create something fast and heart-racing is such a huge leap that the game really doesn't deserve to be compared alongside them. It's closer to something like Castlevania; where the player relies on quick feet and exposing vulnerabilities. And it's not just in gameplay that the game is reminiscent of it, the architecture of the world is similar as well; as a giant red moon looms large over a dark Gothic City. This constantly creates some of the most striking images I've ever seen in a Video Game. Each enemy looks so utterly grotesque and horrific that they perfectly blend into the world that From Software have created. With some of the finest and most realized animations I've ever seen. The subtle storyline sitting over the game, tells the story of a University which discovers deep in the caverns below them; beasts, which have a magical cure-all blood. Ingesting this blood gives supernatural health for a time being before transforming the members of university (and later on, clergy of the churches), into the horrific beasts which make up the game's bosses. Each one more fantastic and cleverly designed than the last, making each fight a dramatic conclusion to the paths the player had just been on. Wrapping all of these mechanical marvels together, is a soundtrack; that is so memorable and haunting, that it really deserves it's own praise as a standalone piece. Hence, when played to the epic encounters with the giant beasts that inhabit Bloodborne; it creates arguably one of the finest experiences in Games of all time.

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