Here we are again. If you're a first time reader, which isn't unlikely given the circumstance, here is how this will go: I'm going to post huge, lone paragraphs (therapeutically) ranting about why I liked my favorite games of the year (and even some things I disliked about them) paired with two images. Each individual image will link to a music sample of that game. If you are on a PC, you'll want to stretch the width so both images are on the same line as intended. Mobile or tablet may not be the best way to read this, but feel free to give it shot. Finally, it may be stupid to aim to write giant walls of text (and I went all out this year), but that's just how I roll; if that bothers you, I'm sorry for the inconvenience.
If you are not a first time reader, then you'll notice this was posted after the voting deadline and, more importantly, not on NeoGAF. Half a decade ago(!), I started doing these lists to participate in NeoGAF's annual Game of the Year votes. Mind you, the results of that vote is worth than dirt to me (it's the same for the popularity vote of any site), but I did enjoy using it to recollect about I had played and see what others had to say. Being banned from posting while the voting occurred meant I could not participate directly, but given I only really care about the writing part, I decided to continue my work here. In the future I will always at least post my lists here (and eventually repost the past ones), among other things (to be discussed later).
One final use of these lists is to let people get a grasp on my gaming tastes, personality, and history. With the descriptions of
First will be my favorite game of the previous year that I only played this year*, then my ten favorite games counting downward, and finally the runner ups.
*: This can mean 1) a game released last year, 2) a new port of a game released last year, or 3) a new unofficial translation of a game that hasn't been released this year (otherwise, that would go on the main list). Official localizations count as new games. All mentions of "release" imply western/US, as I don't include any imports.
MMXV
Lightning Returns: Final Fantasy XIII (PC)
Square Enix / tri-Ace, Square Enix
What Final Fantasy XIII mostly hinted at and FFXIII-2 squandered, Lightning Returns
finally delivers on. As Masahiro Sakurai put it, it’s “the culmination of the Active
Time Battle system”. A single player character has done nothing to simplify the
third iteration, aided by numerous improvements. Among many small ones, the
real-time element now includes timed attack chains and blocks and the in-battle
class-switching has been tossed for fully customizable build-switching (paired
with an elegant ability/gear system). What’s possibly most innovative is that
stat gains are rationed out from quests, avoiding the grinding/difficulty
conundrum. However, this still faces the same issues (even if not egregiously
so) because of the huge boosts main quests give, a few ridiculous defense accessories, and
and some expected (but not particularly obvious) exploitable tactics – it’s a Final Fantasy, after all. This can be partially
compensated by the freedom of the effectively open-ended structure and quest
order, meaning diving straight into harder areas or saving completions for
later (fighting bosses on the last days also gives you significantly harder
versions). The day countdown is very lenient, somewhat disappointingly so in
retrospect, but it was enough to make me play smarter and faster. I have a
special place in my heart for unique JRPG combat systems and efforts to make
you take them seriously, and LR stands above many. This marks the end of the
divisive FFXIII trilogy and its world and aesthetic, which I must confess a
small attachment to, and what I will miss most would have to be its music, some
of the best to ever be in a game; while LR is rife with conspicuous track
recycling, it’s a respectable contribution to this incredible body of music.
X
Transformers: Devastation (PC)
PlatinumGames, Activision
Sitting in the
mid-tier of P* releases, Transformers: Devastation is on a level of development
and polish one would’ve originally hoped for Korra. It has the gnarliest use of
electric guitars this side of Guilty Gear Xrd and a cel-shaded style suitable
for the Transformers cartoon theme (which I’m indifferent about). The city
stage is by far the most expansive found in their games, but this becomes less impressive
with constant reuse. Perhaps more so than usual, TD benefits from being the
latest member of the P* family; many mechanics (e.g., witch time, parry,
movement transformations) make their expected return with some twists. There’s some
freshness with gun/TPS mechanics and the five characters each having a unique
ability that sets them apart on higher difficulties (the grappler Grimlock
plays the most different, who’s very fun after a bit of a learning curve). In
the harsher fights, such as when a bunch of sub-bosses are thrown at you, dodge
offset feels more important than ever and is joined by the invincible vehicle
attacks that become more readily available when on the offensive. These attacks
somehow never get old to use (in a similar sense to Rising’s zandatsu) and feel satisfying to
nail in those desperate situations. Taken together, it may just have the
fullest box of tools, albeit split between characters (and gear). Where it goes
wrong is the same old story: it features powerful randomized loot and an
utterly stupid character leveling system, both having a huge influence over the
difficulty and being very time consuming, ruining the otherwise brisk pace. The
weapon fusion and unique traits are not without merit, but, at best, it’s a
poor effort compared to, say, Kid Icarus: Uprising. Hopefully this was just an
experimental effort that went poor (for Scalebound’s sake). The extraneous
systems wreak havoc on the difficulty in both ways, including making some early
fights feel like a gear check (an issue in Rising’s unlockable difficulties as
well). There’s a bright side to this, as you can get one of the hardest P*
games by jumping head first into this mess without grinding up your gear or
characters (I cut my teeth on Challenge 2, against the five Constructicons and
Devastator, an early peak). Worth noting the camera can be more aggravating than even Rising’s when it gets stuck up some giant robot's metal asscheeks. The nonsensical scoring system does nothing to discourage the use of recovery items, but these games are still best without an easy way out. This is a really
cool action game that goes out of its way to be annoying, but I enjoyed my time with it.
IX
Resident Evil: Revelations 2 (PC)
Capcom, Capcom
They’ve managed to go from the worst modern Resident Evil game to… well, the second worst, but
one that can stand up to the mainline. Revelations 2 is a remarkable
improvement over the original in every way. Unlike R1’s disorienting mess, it’s
a great example of an episodic format. The dual perspectives use their time difference to tell an engrossing little side story (with dialogue often so corny that
it’s charming) and they crossover in clever ways. Co-op, although only really
good in Claire’s campaign, is joined with the returning RE0’s zapping system,
making for a better solo experience. The two partners play very unalike and set
up satisfying combos, although it can get a little rote. Natalia is a glorified
gadget (not unlike those “daughter” characters popular in 2013), but Moira is a
beast and her extra episode is a tense little gantlet exacerbated by a survival
mechanic that makes me reminiscence of ink ribbons. The skill tree involves
less customization, but at least provides enticing upgrades. The combat is a
watered-down version of 6’s with R1's melee and conservative movement, but
enough to be a major upgrade. It really blossoms when you power up the dodge
and make actions cancelable with it, even if it comes off as too strong. The shooting
feels clumsy though. The biggest advancement is that the enemies are actually
decent. Claire’s “Afflicted” are somewhere between 6’s faster zombies and
J’avo, much better than the Oozes; Barry’s “Rotten” are less impressive, but he
does have the Revenants, who are a mix of 6’s Rasklapanje and 4’s Regenerador
(Natalia is the infrared scope). Overall the selection, split between the
characters, can’t rank with 4 or 5 or even one of RE6’s campaigns (but few
games can). R1 did have some nice bosses, so it’s no surprise that R2 fares well.
Finally, Raid Mode returns and I remain ambivalent about it. It’s unambiguously
better, because the mechanics are, but now it’s even further up its ass with
leveling, for better or worse (worse, in the case of balance). The maps work
like a fusion of R1’s Raid and The Mercenaries, which means much shorter
missions (that’s still better than the dull slog it previously was). The
gimmicky enemy power-ups, which I honestly wouldn’t mind seeing in Mercs, have
been developed further and content is borrowed from 5, R1, and (predominantly)
6; I’m left wishing they borrowed even more though. The saddest exclusion is no
Ghost Ship successor, the only really good thing about R1’s Raid. In the end,
after adjusting my character’s level to be a slightly below the recommended
levels, it was a pleasant guilty pleasure.
VIII
Shin Megami Tensei: Devil Survivor 2 Record Breaker (3DS)
Career Soft, Atlus
The release order of localizations and remakes has made foolishly waiting until the latest
entry quite an ordeal. Finally we’re here and I got to say, Devil Survivor 2
Record Breaker is better than my prior forays into the Shin Megami Tensei super-series
(e.g., SMTIV, Persona 3). The setting is a moderately successful mix of
mainline’s apocalyptic dread and Persona’s teenage antics (including
ending-dependent “social links”) with the character designs and voiced dialogue
being… an acquired taste. The combat is an actual “SMT x Fire Emblem”:
“leaders” represent units of three with field abilities tied to your demons’
races and the fight turns into an all-out SMT battle (i.e., JRPG with a focus
on earning extra turns through elemental weakness, immunity, etc.) where
you are rewarded a money bonus for using the mechanics well. Map layouts are
pulled from real-world Japanese cities (benefiting their tactical complexity)
and done in strikingly detailed pixel art. There’s decent mission variety and
the intimidating Evangelion-esque bosses demand new strategies. The brilliant
skill crack system, where you have to kill foes with assigned leaders to gain
their skills, goes a long way to complicating mission tactics and lure you to
take down difficult optional bosses. SMT’s demon fusion is streamlined and
painless (and still addictive), but the auction that is the primary source of
demons is tedious reload-bait. In true SMT fashion, this
culminates in throwing overpowered teams against overpowered bosses. The balance
could be a lot better; with late game skills like “Multi-Strike” being broken since
the original DS, there’s no excuse. The worst design flaw is the “free battles”
which allow you to grind without any penalty to the Persona-like time management.
Skipping them greatly enhances the game by making everything finite. How you
auction, fuse, skill crack, gain bonuses, and level up becomes strictly
important and every battle matters. This little rule is recognized by the Metal Gear-like
endgame titles that rewards you in NG+, which is otherwise limited. It’s the
same with never allowing one of your leaders to fall. Aiming for these two
titles (overlooking the lack of enforcement) has made this one of the best
traditional SRPGs I’ve played in a while. The entirely new second arc makes this
more than a remake; the plot is poorly paced, but more desperate and climatic,
and while there’s fewer battles, the new bosses are better.
VII
The Age of Decadence (PC)
Iron Tower Studio, Iron Tower Studio
Unlike many of its “CRPG renaissance” peers, The Age of Decadence doesn’t feel like an attempt to
chase past glories, awkwardly balancing old and new; it’s like it actually came
from a time that didn’t care about such things, and by chasing its role-playing
ideals in earnest it even side-steps a few issues. But let’s get the bad out of
the way: this game is offputtingly ugly and looks shoddy in most facets. The
setting is during the downfall of a pseudo-Roman Empire, which, while an uncommon
theme, isn’t exciting in itself. Yet AoD makes up for it by having a gritty,
unromantic tone it never betrays, an air of mystery that doesn’t beat you over
the head, and a RP sandbox that’s easily among the best ever. To put it simply,
this is “choices and consequences” done right and done best. The easiest way to
see this is to play the opening chapter with each background, as I did, and be
left astonished at how everything flows together and how many places it can
take you in such a short amount of time. This isn’t front-loaded either,
although it is relatively short and fast, clearly designed to be replayed. AoD
is “scene”-based, locations and plodding (click-‘n-watching) through them isn’t
important. At times, it’s like being in a play, hopping to one major decision
to the next at a lightning pace. Skills and stats are not “I max out the mental
stats, so I instant win and get to read all the lore!” like Planescape: Torment,
they have a sense of weight like combat does. The game will gleefully fuck you
over, it will cut you off from major revelations that each require a different
build, and it will make you see dialogue choices as something more than an
exposition grab bag. Combat isn’t neglected either, despite never being forced
upon you and requiring you to build for it, as it’s respectably fleshed out
with specialized attacks, albeit limited by having one character. Stats are
(mostly) final at character creation and skill points, in place of EXP, is
obtained from objectives in a limited fashion. Build-centric, fast-paced, and
with untold plot deviations – it’s a true sandbox game for role-players.
VI
The Witcher 3: Wild Hunt (PC)
CD Projekt RED, CD Projekt
In several ways I think The Witcher 3: Wild Hunt is a step back, yet I find myself appreciating
it more. TW2 had my ideal narrative and world structure, whereas TW3 is the so-called “Ubisoft
open-world model”. To its credit, it transcends the formula with side quests being
of unprecedented quality (at least, in flavor and fluff, it’s quite
repetitive otherwise). More than that though, the superb world design contributes
to a sense of place like few games do. While it has absolutely no impact on the encounter
design, there’s a subtle effect, beyond an obvious beauty that is matchless in the genre, of having almost no disruptive zoning, a finely-crafted realistic world that is still imaginative, and a stirring soundtrack emblematic to the series. No one has used the open-world to strengthened immersion better than this. The ever-present combat is more polished than 2's (if less brutal), but remains borderline mediocre, despite being better than most of its Arkham-styled peers. The concepts
(e.g., crowd control spells, multiple dodge types) are decent, but the
execution is let down by the tepid enemies and a horribly unnecessary leveling system
(the Achilles’ heel). It’s nice of CDPR to include all of these great
side quests (not to mention the fancy crafting system), but it's too bad that doing a fraction
of them turns the game’s core activity into a total bore. The Gwent card game
is interesting and elegant, but depends entirely on your card collection, serving
as a metaphor for the level-based combat. The bosses are actually challenging
when on level, if not a little clunky. The continuity between entries (a drunken night's
tattoo aside) makes the Mass Effect trilogy look planned out in comparison, but
there’s something about Geralt (and co.) that makes it easy to overlook. Although the apathetic
deadpan snarking somehow manages to never get old, the man shines in those juxtaposing
moments where he’s too disgusted to not care, when he’s a hopeless
goof, or a father out of his element. With the amnesia gone, he’s become a
defined (and great) personality, but this also leaves many choices as
ridiculously out of character (when they aren't simply demonstrating “unforeseeable
consequences”). Versus 2’s admirable depth, role-playing doesn’t seem to
be important anymore. In its place is an even more masterful interpretation of the "Wiedźmin" stories,
through better dialogue, characters, and ambiance. Best seen
in the amazing Hearts of Stone expansion, the “story-telling” is better, but much
more important than that, the overall atmosphere is too. It’s not a trade I’m
completely happy with, but I cannot deny how exceptional TW3 is. As for why I
simply can’t rank this any lower despite any ambivalence, I think it has to do with how the post-game,
after a wonderfully bittersweet epilogue, dropped me in the middle of Kaer Morhen, the same fortress where it all began for me in 2008, and being
confronted with how empty it was while walking out; it was devastating, but in a
good and memorable way, telling me I had been engaged to the point where “unplugging” hurt.
V
Yakuza 5 (PS3)
Sega, Sega
Yakuza, a series that is painfully overlooked in the west. Often compared to Shenmue, it
adapts urban Japan and layers it with a heavy cinematic flavor (in this case,
melodramatic, masculine-yet-sentimental crime drama). Kamurocho, a meticulous
simulacrum of Tokyo’s seedy, sleepless Kabukicho, is arguably the most
developed city in videogames. The red-light district ambiance, appreciable in
city-romping and descriptive cuisine (this is painful
on an empty stomach), is paired with a playful tone that is often humorous and
never cynical at heart. In 5, the effort is carried over to returning Sotenbori
(Osaka’s Dotonbori) and, with diminishing returns, three new cities (an astounding
new series high). Combat is grounded and slow, where the appeal is managing
swarming enemies (now more numerous and with a “reinforcements” mechanic) or
dueling “rival”-style bosses (or both at once) with flashy attacks, evades, and
situational “HEAT” action prompts that earn you a brutal cinematic attack
(only ones to do it better than Platinum). Y4 revitalized the series by
introducing multiple characters, but at a steep cost to enemies; 5 fixes this,
being closer to 3, while improving on what 4 added. While I much prefer it over
the popular Arkham/Witcher fare, the series' combat has some tired flaws: exploitable mechanics
(e.g., items, equipment) and the AI is too kind unless you equip “Champion’s
Ring” (a must). This can be resolved with some play style choices (e.g., level
“Body” last), but I'm still waiting for a “true” hard mode. Outside combat, 5 introduces four
elaborate, character-based mini-game systems that, while couldn’t stand on
their own, add a great deal of variety. The best of these is the unconventional,
but surprisingly compelling rhythm-based idol sim tied to Haruka. 5 has the
most complex, tangled plot of the series (a Yakuza and a half, really), but it
somehow remains more coherent than usual. The long build up over four
chapters pays off in one hell of an epic finale, another chapter onto itself, unlike
4’s awkward boss rush, with a spectacular final battle that almost matches 3’s.
These characters get more charismatic with every entry, giving 5 the best extended
cast in the series (highlights: Park, Katsuya, Takasugi). I would be remiss to not
mention the soundtrack; this series knows how to set the mood for a brawl (or
dance battle), although it’s take until the finale for 5’s to stand out. All in all, I have a new favorite in the series.
IV
Code Name: S.T.E.A.M. (3DS)
Intelligence Systems / Nintendo SPD, Nintendo
Code Name: S.T.E.A.M. is often, and reasonably, compared to Valkyria Chronicles (1), but there’s
key differences. It’s a fully fleshed out “turned-based TPS”, whereas VC was
rather abstracted. Bullets are true projectiles (and cover isn’t a “status”),
so when you miss, it’s because you
missed. CNS plays this up with fanciful enemy shapes and animations (aggravated
with critical weak points). Your characters’ perspectives is all you get, with
no map or radar. The level design is just phenomenal and is the reason why I
put it above VC. The maps, varying between intimate dungeon crawls to
full-blown city areas, are dense with alternate routes and bonus rewards (often
character/weapon specific). I can’t think of single bad one; it’s like the
antithesis of Fire Emblem Awakening. There’s no difficulty selection, but
“normal” doesn’t feel like an “easy”. For a turn-counting, hardcore experience,
it doesn’t quite rank, but its sheer creativity makes up for it. Unfortunately,
it gives you the tools to steamroll (heh heh) with the save points (the true
“easy mode”). Healing and refilling action points at these spots is extremely powerful (and
allows rushing resembling Valkyria's dominant scouts) and checkpointing enables save-scumming. To get the
most out of it you must recreate one of the unlockable mission modifiers and
ignore them outright – ideally while collecting all three “gears” at once and restarting
upon character death. At the very least the game strongly encourages this way
of playing, since you’ll cut out all grind for unlocks in the process. Speaking
of which, there’s virtually no vertical stat progression; every reward, except
for the last two, simply mean more ways to play. Mixing the characters and
quirky sub-weapon gives you a wide range of options, although you can make it a
little boring by sticking to one or two really good teams (I always go with the
defaults). The character designs are kind of ugly, but the environments are fairly
impressive (and are full of readable notes that give the world extra detail).
The premise is like a cheerful Saturday morning cartoon (or golden age comic) that dips into all sorts of cool
themes that is also noteworthy for its well-voiced cast (feat. Dr.
Venture-ish Randolph Carter) and a hidden-in-plain-sight twist. The music,
channeling Days of Ruin, is my pick for the best of the year, shifting between
diverse, infinitely listenable quiet and heavy themes. Despite the online
functionality being limited and rage quit friendly, multiplayer had me hooked. The
balance is all over the place (and the amiibo support and final character are
almost unforgivable), but damn if the pseudo-TPS/tactical combat didn’t carry
over into PvP in a really enthralling way.
III
Bloodborne (PS4)
FromSoftware, Sony Computer Entertainment
The “Souls” series’ trajectory of new games being a little better than the last continues,
but while Dark Souls II was an expansive retread, Bloodborne experiments and
polishes within a tighter package. BB what loses to DSII is in customization
and PvP. There’s fewer meaningful options from stats, covenants, and equipment,
with runes and blood gems as meager substitutes. Dueling wasn’t given a thought
and invasions are stacked to where you win mainly from people being stupid. They
both mistakenly step away from DS’s Estus Flasks, but BB regresses further with
farmable blood vials that become burdensome (conversely, I like how silver bullets
work as both “MP” and can be recovered by sacrificing health). But BB can be forgiven as a spin-off of sorts. It
gives the familiar combat a new spin with a focus on speed and agility. The
bulkier, defensive builds are traded for a better execution of the fast,
dodging archetype. It succeeds in having more aggressive and risky battles,
using quick side-stepping and attacking to get health back. I’ve always played
Souls without shield or range, so I felt right at home. Pound for pound, this
has the best combat in the series. NPC duels and the beloved humanoid bosses
flourish to new heights; with the best ratio of good/decent/bad bosses, it’s
not like the beasts and the other messed up shit you fight aren’t great either
though. Even if it softens the difficulty a bit, the common parry/stagger on
even bigger adversaries makes their fights more tactical. The level design is
on point for the entire game, making it better designed, if not gentler, than
DSII's. The world map is nearly as interconnected as DS, but the hub area diminishes
the impact and is bit of a nuisance. BB does have the strongest opening (I mean
besides whichever was your first), but it’s a little disappointing how bosses
peter out after Blood-starved Beast until you reach the optional areas. The
Older Hunters expansion did this game a great service, adding the best areas
and bosses while smoothing over its flaws. The “trick weapons”, which pairs two
different movesets through slick transformations, felt limited until TOH nearly
doubled their number; with the whole roster, it’s almost enough not to miss the
variety. The Chalice Dungeons are a decent emulation of classic Souls and fill
the relative drop in length, but are oppressively generic compared to Yharnam
proper. BB’s world is most similar to Demon’s: the lore (including motives,
etc.) is hopelessly vague (even for the series), relying on the heavy,
(literally) nightmarish mood and peculiar concepts instead. I did dislike the
scarcity of true NPCs (windows don’t count!) and the lack of reading material
though. The art design, particularly the gruesome enemies who impeccably capture
an element of “sickness” and “degeneracy”, is also a series’ best (no humble
feat), certainly benefiting from the new gen. What’s most intriguing is the
shift in the genre of horror as you move closer to the truth, it’s a really
novel connection with a faithful adaptation of famous fantasy concepts.
II
Monster Hunter 4 Ultimate (3DS)
Capcom, Capcom
I ran up the mileage on my 3DS with the above two titles, but nothing can compete with the
time vampire this Monster Hunter turned out to be. I honestly expected to be a
little less receptive, but 4 Ultimate is a tremendous entry (plus expansion) of
an already great series. I won’t reiterate on what makes MH so notable (see
2013’s list), so let’s consider the new. At 73 large monsters (22 more than U3)
this has the greatest bestiary to date, and with the best “bosses” in gaming,
that’s very exciting news. Among those, the medium-sized (read: best) elder
dragons of gen 1/2 make a welcomed return with touched up movesets. The frenzy
virus mechanic is a wholly ingenious addition that elegantly buffs monsters
while rewarding players who go on the offensive and punishing those who fail to
“fight it off” in time (apex and wyvstones are sloppier in implementation, but
serve as compelling late game twists). Even bigger changes are the new jumping
attack and mounting mechanics that have been seamlessly added (and will make
you quietly forget all about swimming). It’s impressive how they managed to
find another quirk to diversify these already outstanding weapons (not to mention the general new
additions); I had originally expected the Insect Glaive (one of the two new and
increasingly complex weapons) to be the only “jump” weapon, but now Sword 'n Shield and
Lance are cooler than ever. The vertical influence is also seen in the area
layouts (which, unfortunately, feel like a downgrade in aesthetics and map
layout from 3U’s). Mounting is satisfying to pull off, especially when it works
with a monster’s distinct properties and force you to consider when to mount.
On the other hand, it’s another way to lock down a monster in a series that may
already too many (all the more reason not to hunt with a full party). For the better part of the game,
the randomized and shareable “Guild Quests” are a neat oddity, if
not needless, community feature; at the end of G-rank (“post-post-game”) they
dully simplify the progression and I opted to retire instead. 4U establishes
itself as the best MH in most of the expected ways, but the quality of the
campaign’s narrative came as a surprise. With multiple towns and a meatier
storyline, the frenzy virus plot provided a strong motivation leading to an
epic finale (and the expansion continues it with a decent tribute to MH2). I’m
a little worried about luck making me biased though. In 3U, making multiple
sets burned me out, but it just rained gems and plates here; I got to do
everything I wanted in low, high, and even G rank for the most part. Doing
offline and online quests in lockstep made those investments worthwhile. Maybe
I should have used those +400 hours to learn a language, but whatever, it was
fun.
I
Metal Gear Solid V: The Phantom Pain (PC, XBO)
Kojima Productions, Konami Digital Entertainment
When a game nails the essentials, it’s hard for me to tire of it. I’ve played hours upon
hours of Metal Gear Solid V: The Phantom Pain (plus Ground Zeroes), with months
rolling by, yet I still can’t resist trying my hand at a throwaway side op.
What we have here is the definitive Rambo game, a third person Far Cry with top-tier
controls and mission design. Snake moves with a perfect sense of weight and his
animations show off a high degree of craftsmanship. The guns, the dive, even
the cardboard box – everything moves with sublime nimbleness. This is a far
ways off from the purposeful slowness of earlier MGS (a change started with 4),
but it is not as if stealth has been abandoned for “action”; the action component
that has always been there has been honed to the point where it can stand onto
itself. Stealth-wise, the series has always been about the convergence of
elements and possibilities, rather than pure sneaking. Nevertheless, it’s tougher and less
puzzle-like than before, seeing how the AI is more aware and reactive (especially during
the day). Without reflex mode, enemy markings, and/or buddies, it can be
hardest MGS to stealth yet (ignoring the botched scoring/codename system). The balance around
reflex is admittedly uneven: it leaves too much room for error, but with it off, the
unpredictability can be confining. TPP is thankfully fun even if you go
for the overpowered options (e.g., buddies like Quiet or D-Walker), because it’s inherently
interesting to see how these cool gadgets and tricks can be put to use (or how
you can survive without them) in these dynamic playgrounds (rediscovering
Kojima’s renowned attention to detail). Fortunately, guards grow alongside you,
including a terrific mechanic that has them adapting to your methods. While one
may think expanding Mother Base demands repetitive tactics (silenced
tranqs only), after the first few hours, there’s little need to fulton recovery
everyone you see – nab the pros and leave the rest for your antics. It’s arguable how much
MB truly benefits the game, given the busywork, but it does provide a simple sense
of progress to motivate your moment to moment actions. I can say that its exponential
requirements is only a problem post-game (if not “post-post-game”, when there’s
nothing left to do but farm/buy the game-breaking gear, like MH4U). As
noted, TW3 is exemplary of the kind of “open-world” that holds largely
aesthetic value, the feeling of “being in a big world”, but has little
mechanical worth; TPP is its polar opposite, the sandbox. Otherwise sterile,
the world comes alive once you enter an open-ended mission. There’s usually a
dozen moving parts, spread over several minor or major bases; you’ll only see
all it with multiple tries (granted, you’re pushed to do a harder version in Chapter
2 post-game). The level design (again, irrelevant to a game like TW3) is
also excellent. There’s several bases roughly around the level of quality found
in Camp Omega in GZ, albeit much smaller individually. FOBs partly cover the
lack of classic base layouts; I prefer to stick to online events, unless I really
want a challenge. The TPP's bosses may have not have much in the way of charisma,
but it does have the best Metal Gear and the top two sniper battles. I don’t want to
downplay TTP’s aesthetics either, although it’s the most subdued in the series.
The plot may be pushed to the background, but when it surfaces, you’re treated
to some of the finest directed cutscenes. The narrative is split between those
and a high-quality audio book; it’s fair to say plenty is lost in the gaps, but
the main themes manage to endure it. The OST is full of imposing themes (of heroism,
horror, and melancholy – doing all the talking for Snake) while licensed tunes
and heavy synths put you in the era. Vocally, “Sins of the Father” is only bested by “Calling
to the Night”. Thanks in part to the Fox Engine’s lighting, TPP’s visuals are
striking, even when depicting a barren scene. My dissatisfaction with the game lies with a
desire for more; just give me an expansion, another GZ, even a level editor! There
is Metal Gear Online 3 though. As a hardcore fan of MGO2’s Team Sneaking (AI
can’t compare to a human for stealth), I can’t say it’s the successor I had wished
for, due to low time-to-kill, regen, and chaotic maps. It still works from its
solid fundamentals (and promising updates) while retaining enough MGO quirkiness
to keep my attention. Well, there you go, a giant wall of text for my GOTY.
Honorable Mentions (In no specific order. Each image links to music.)
Splatoon (Wii U)
Nintendo EAD, Nintendo
Nintendo’s attempt at the competitive TPS is certainly fresh,
forgoing “deathmatch”, the least interesting mode, in an objective focused game
that makes player momentum itself into a tangible object. Splatoon’s uniqueness
is most visible in the exciting movement/stealth potential that serves as its unceasingly
viable foundation and varied weapon set that complements it. This comes with some
annoying idiosyncrasies, such as very limited map and mode rotations or a perk
system that is almost as pointless as it is tedious. Lag can also be major
issue with poor player matching. The campaign is basically a 3D Mario in the
form of a TPS, but only the first half of one, without the challenging endgame
which make those great; still, the final boss alone is worth the trouble. Its
youthful, fashionable aesthetic has the makings of a modern Nintendo classic.
Final Fantasy Type-0 HD (PC)
Square Enix 1st Production Development / Hexadrive, Square Enix
Type-0 is an unusual action game brimming with creative ideas, although some end up as excessive
(e.g., summons, crafting magic). Critical hits come from watching for opportune
moments in enemy animations (allowing you to take on the content meant for
NG+). High risk/reward bonus objectives keeps you on your toes and elevates
some boss fights. Monster Hunter is a clear inspiration in how diverse the
fourteen characters end up playing and mastering all of them at once keeps it
fresh. Leveling reveals the depth of these styles, but is otherwise a huge mark
against the game. The soundtrack is outstanding, but it’s used too reservedly.
As Final Fantasy settings go, this is among the darkest and most remarkable.
The timed schedule system for NPCs and side quests makes the world alive, but
can be frustrating in how it pushes NG+. Nice to finally see this released in
the West and on powerful hardware.
Wolfenstein: The Old Blood (PC)
MachineGames, Bethesda
The New Order
was such a great game (first mission aside) that a plainly inferior spin-off nonetheless
manages to be one of the best of the year. While shooting mechanics stay solid,
there’s a lack of encounter and character progression that TNO excelled at, the
general atmosphere is duller, and the twist enemy type is a huge flop. In its
favor are the superb combat areas, likely benefiting from the needs of the new
“arcade mode” (poorly designed from a scoring perspective, but still good for a
quick romp). Too much stealth made TNO easy and stale, so I knew to avoid it in
TOB. For this, I was punished with harsh enemy reinforcements – a good thing.
Dying Light (PC)
Techland, Warner Bros. Interactive Entertainment
Much better than
Dead Island. It does the whole cliche open-world, crafting, etc. thing better
than most, but it’s the traversal mechanics that stand out. Freerunning around
the city remains fluid and engaging throughout, where any quest is a good excuse
to do it. I think the design actually benefited from the constraint of being
just a single gear in an open-world machine (vs. Mirror’s Edge, which is still
better overall), as it forced them to make it more naturally integrated and
dynamic to use. The first-person melee combat is competent and, like everything
else, gets better with really fun unlocks. The gunplay is trash and becomes a
problem with some human enemies. DL has some truly dark, scary nights, where
everything becomes meaner (and more rewarding), forcing you to change up your
playstyle; this works until the loot system shits itself. Checkpoints punishes
you well, but once a resource dumps out, it becomes too forgiving (painfully
obvious in some missions). Glad I played it with the downloadable hard mode.
Closing Thoughts:
On games that I missed for 2015's list… I put down both The Legend of Zelda: Tri Force Heroes and Legend of Legacy only a few hours into each, while also having only played a handful of hours over a month's time of Tom Clancy's Rainbow Six Siege. I had originally intended to begin playing Underrail and Rise of the Tomb Raider after those games, but time caught up fast. Two games that didn't grasp me, but I wanted to give another shot were Telepath Tactics and Pillars of Eternity. If given infinite amount of time, I would've also played these games, named off the top of my head: Devil's Third, Tales of Zestiria, Anno 2205, Battlefield Hardline, Assault Suits Leynos (PS4), Fatal Frame: Maiden of Black Water, Stella Glow, and Xenoblade Chronicles X. There were also a few notable STGs I skipped out on because they were previously released in the west (it's stupid I've allowed that to dictate what I play, I know).
So, with access to all three current gen consoles, a 3DS, and a high-end PC, I'd say I'm pretty caught up on the tech side (still don't have a Vita though). The issue this year was irregular playing habits. The first half was dedicated t ao few time sink games (and almost everything I played after that still ate up a lot of my anyway), while the fall saw my time dominated elsewhere (MGSV being one of the only games I had time for), meaning I had to basically rush through releases during the holidays and following month. Well, you can't play everything. Within the games themselves, I've come to be really annoyed by all of leveling (and, to a lesser extent, loot) systems. I mean I always had harsh words for them, but this year seemed like I was dealing with this stuff more often. I've noticed though, maybe as a compromise, I'm more ready to forgive games for their balance, especially if they find ways to recognize my efforts to not break them (if they don't otherwise, I usually penalize them in my head, but still try to have fun with it).
All in all, I look at this list and think "it was a good year for games", although I've never called a year "bad" before. It was a really tight race between the bottom ranks and the honorable mentions (especially Dying Light, which I thought was a shoo-in and had written extensive notes on). (Note that I pretty much ignored Metal Gear Solid V: Ground Zeroes, which I played this year, since it rolled straight into The Phantom Pain.)
In review:
1. Metal Gear Solid V: The Phantom Pain
2. Monster Hunter 4 Ultimate
3. Bloodborne
4. Code Name: S.T.E.A.M.
5. Yakuza 5
6. The Witcher 3: Wild Hunt
7. The Age of Decadence
8. Shin Megami Tensei: Devil Survivor 2 Record Breaker
9. Resident Evil: Revelations 2
10. Transformers: Devastation
x. Splatoon
x. Final Fantasy Type-0 HD
x. Wolfenstein: The Old Blood
x. Dying Light
MMXV. Lightning Returns: Final Fantasy XIII
If you have a taste for lists like this, these are others that caught my attention, for whatever reason, while skimming NeoGAF's voting thread. I'll include a very short comment, which isn't necessary why I picked them:
Tain - Linking Tain is pretty much a tradition at this point.
Seda - JRPGs.
grandwizard - Makes me wish I played more Siege.
Mechazawa - Excellent use of GIFs.
TheVisualizer - Sports.
Messofanego - My sister's BFF's favorite game is "Fran Bow", which I assumed was a cute girly game until I saw this post.
Darkness Unleashed - First timer.
SatelliteOfLove - Trails.
Fine Ham Abounds - It isn't debatable.
Neiteio - Verbose.
Kabouter - Feel tiny bit better about missing Anno 2205.
Papercuts - Someone to succeed me, after I get perma'd. (That chump ViewtifulJC didn't even do a list!)
kinaesthete - Excellent MGSV write up with illuminating Crytek connection.
adversolutions - Unique top pick.
randomkid - Outrun.
Nocturnowl 2 - Good explanation of Monster Hunter 4's simple ingenuity.
Thanks for reading.
If you see any broken links, I would appreciate it if you mentioned it here or on my twitter: https://twitter.com/FriendlyRiposte
ReplyDeleteThanks.