I’ve been playing a shit-ton of games over the past six
months, and they’ve almost all been excellent. It’s frankly kind of insane how
lucky I’ve been… although the fact that I’m months (or years) late to the party
on some games is a contributing factor.
This isn’t meant to be a “Top 10, Play What I’m Playing” wankfest. This is part gratitude for how good these games are, part trying to identify the best parts of them. If I want to be a creator someday, I want to know what to take inspiration from.
Mass Effect series
(October? to March?)
Hands-down, the best AAA long-form game/series I’ve ever
played. Yes, better than BioShock
Infinite… much as that pains me to admit, in the post-completion afterglow.
The series as a whole is the new standard for both epic and personal gaming
experiences. It was so well realized that a few months after I finished the
series, I saw a stranger and thought, “That’s my Shepard.”
“Mass Effect 2:
Doing bad things, to bad people, to unlock cut scenes.”
My own experience of this series is colored by themes I’m
interested in, primarily sunsets and the sense of things coming to an end. Yes,
the third game is my favorite – doesn’t hurt that it was the only one I tried
to 100%. I also watched the director’s cut of the ending. Since I felt like the
entire third game was a long goodbye, the quality of the actual ending didn’t
much matter to me. Your mileage may vary.
Takeaway: Teams
and NPCs. The best part of these games was your team, beyond question, and from
the inter-battle cut scenes to the downtime, they were the reason to play. If
we could combine the companion AI and battlefield interaction of Elizabeth (from Infinite) with a team like this, endless
fountains of fan art would result.
BioShock (April)
Would you kindly read the rest of this article as well? The
twist in this game is spectacular, absolutely phenomenal. Before that was good,
but not amazing. I don’t think I need to explain why this game is good – it’s
part of the gaming canon. I’m not even going to make the twist the key
takeaway.
This isn’t going into my personal canon, though. The twist
is going on my list, but the rest of my game isn’t there. I have the same
complaint as everyone else – the rest of the story after the twist is pretty
ehhhh. I had also played the first three hours of Bioshock a couple times
before, so the setting didn’t hit me as hard. I also am not a big fan of the
gameplay itself, mainly because I get confused and lost in shooters.
Takeaway: The
intro. My God, the intro for this is perfect. You get shown everything you need
to know, you panic without being able to screw yourself over, it’s amazing. It
was so good, they used it again. It plays like the first read of Atlas Shrugged, when the characters are superheroes and you get swept
away – then you start to reflect on it, and wonder whether it could really
work, and you see the depths to which it falls. The Big Daddy reveal, and
realizing that eventually you’re going to fight one, is huge.
Takeaway: The
setting. The city doesn’t need to be a character as much as in BioShock or in film noir, but exploring
a place like this adds hugely to the fantasy and the mood. If you’re going to
set your game in a drab world of cityscapes and forests, it had damned well
better be because it helps the story.
BioShock Infinite (June)
Disclaimer, when I originally wrote this article, I was writing this in the afterglow. I played most
of BioShock Infinite in an
uninterrupted, twelve-hour chunk. I am writing this having eaten two bowls of
oatmeal and one granola bar over the past 48 hours. After finishing the game, I
spent two hours reading up on the ending and critiques.
You might say I enjoyed it.
I’m not going to be able to bring much more to the
conversation on Infinite than what’s
already been said. The violence is
important, but the visceral relish the game takes in it isn’t; the setting and
art direction is spectacular; Elizabeth
is a very well-made character; the ending is thought provoking. It gets a 9/10,
and would probably go into my Greatest Of All Time list if the dialog were
snappier and more frequent.
Takeaway: Every
developer making an AI companion should be brain-melded with this game. The
mechanics themselves are designed to drive attachment to Elizabeth -- from her calling out priority
targets to scrounging up life-saving ammo, salts and health. Even better, she
seems to prioritize finding exactly what you need at that moment! Without this
mechanic, the game’s combat would be a long distraction from its real focus.
With it, it makes the characters’ relationship and trust shared by the player, and
makes the portions without Elizabeth
hit the player like a gut-punch.
Champions Online (Ongoing)
I work on this game. Am I cheating? Absolutely. But (Takeaway) the costume creator… dear
God, the costume creator. What genuinely talented people have made is amazing,
to the point where joke characters as niche as “Retina Regular” can exist. Even
someone like me can poke around with the randomizer until I find inspiration,
then build a new costume in about an hour. That costume is a new perspective on
an existing character, and it reveals more about her.
FTL
FTL wants you to lose. FTL is very good at getting what it
wants. Here’s what I think holds FTL back from being a truly great game,
though: It doesn’t have much that gets you attached to a play-through, and it doesn’t
have all-in mechanics. I’m going to be drawing a lot of comparisons to XCOM to make these points.
First, I don’t get attached to the characters or the ship in
each play-through. I may feel really damned good about getting five Mantises,
but each Mantis doesn’t matter. There wasn’t anything unique in each run, so
there wasn’t any reason to claw my way back from the abyss in a run – I was
better off letting myself die and using a different strategy.
The other issue is similar, because in XCOM, I sometimes had a favorite character go down, and I went
all-in to save her. Not that it was the best decision, but it spiked the
tension and made the best game. In FTL,
though, there’s no all-in mechanic, nothing that lets me decide that something
really matters to me. Irrationality is investment.
Takeaway: I want
more genres of roguelikes. The only other roguelike that hit it big(ish) was
Spelunky, and this proves that almost any genre can handle random levels, emergent
gameplay, and permadeath. I’m waiting for Rock Band: Rogue Edition.
Additional Takeaway: This
is how micromanagement should be, without sucking up too much time or leaving
you feeling grindy. In FTL,
pause-play gameplay works because it’s more like yelling at the bridge crew to
target their engines, hold fire for a broadside, and desperately relaying
directions to your boarding team. It’s not about pausing your entire offensive
to order a single division around. Micromanagement should be five seconds of
play for a single second of pause, I’m going to say.
League of Legends
Do I even need to go into this one? I’ve been playing LoL for about two years now, and it
remains an exceedingly well-crafted game. It’s never going to be great-tier,
because some of the things that make it so good are psychological tricks – but
damn, this is good.
Forty minutes. Ten players. Five roles. Three lanes. And
I’ve played something like 415+ hours of this.
Takeaway: This is
how you do free-to-play when you have the luxury of having made a really good
game to work with. It’s addictive as heroin – I chase the dragon when I’ve been
on a losing streak. Forty minutes is the perfect time to create a feedback
loop, where it’s long enough to get seriously invested, but not long enough
that you can’t play one more game.
XCOM
Bluh. XCOM. Best
strategy game system I’ve ever played, hands down. XCOM has some bad pacing issues in the campaign, but in a given
mission you can reach climaxes of tension and panic in a single-hour mission.
And because it’s all emergent gameplay, the tension is just as intense with
every play-through.
I do want to point out the flaws, though. The aliens getting
free moves when you discover them is obvious bullshit, but the pacing of the
campaign was what really got me. First off, if you get yourself ahead in
economics – which takes re-rolling instead of getting an actual in-game
briefing – you’ll never suffer from want. You’ll have moments of tactical
tension, but the grand plan will never be derailed. And the fact that I only
got the psykers at a point when I could just click through to start the final
battle… I should get a while to play with all the toys, not have them handed to
me just before nap time.
Takeaway: I guess
this is simplicity, just as much as TBP.
The clarity of it, from what kinds of cover you’re in to what kinds of risks
you’ll face, is spectacular and fast. Grand strategy games take ages to deliver
feedback on whether you’re playing well, and tactical games (that I’ve played)
tend to fall back on complexity and end up unsatisfying. XCOM makes high-tension, deeply-personal outcomes from relatively
few moving pieces, and it shows all the moving pieces.
They Bleed Pixels
This is a better hardcore platformer than Super Meat Boy. I said it, now you can
argue about it until the end of time. I swore more often, and louder, in TPB. Note: I’m aware that you can’t
directly compare the short-level vs checkpoints paradigms that the two games
take.
I felt taxed harder and better in TBP. In particular, the level paradigm meant that you could get all
the way through an unbelievably difficult chain of jumps then see the bullshit
waiting on the other side, and having (limited) health meant that a dumb slip
was penalized, but not fatal. You then had to claw your way through with a
single heart, which amped up tension even more.
Plus there’s the aesthetics. As much as I liked the setting
and style of some SMB levels, the
mythos in TPB is something that I
could see incorporated into the larger Lovecraft mythos.
Takeaway: Simple
and difficult. Two buttons, very few moves, but incredibly difficult. Reducing
the number of moving parts meant that there were no bullshit issues like
getting caught on geometry, getting confused, being slammed by a million enemies.
Simple design, difficult challenges. (Additional takeaway: I hate feeling
confused.)
Lord Embric of
Wulfhammer’s Castle
The only free indie on the list – my, times have changed for
me. I think I found this one while looking for a customization-heavy JRPG, in
the aftermath of finishing Mass Effect. This is decidedly not that game, but I
lucked into this beautiful send-up of JRPGs. I compare it to Recittear, except
you’re playing as the princess who gets rescued, after the rescuing already
happened.
Also, it has one of the best uses of a major trope ever.
Takeaway: The
dialog is spectacular. Better than Portal, hear me? The writing is
perfectly-paced nerd humor at the intersection of D&D, anime and JRPGs. I
have three-and-a-third pages of quotes and one-liners from Embric, most of it M-rated. Almost all of the game has a breakneck
pace of hilarious dialog, and every comedic game writer should play this.
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