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the 100
greatest
videogames
t h e u lt i m at e c o l l e c t i o n
of modern classics
2 0 17 e d i t i o n
Edition
Digital
the 100
greatest
videogames
t h e u lt i m at e c o l l e c t i o n
of modern classics
2 0 17 e d i t i o n
the 100
greatest
videogames
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Part of the
bookazine series
4
intro
Welcome to the 2017 edition of The 100
Greatest Videogames. If you’re not familiar
with the format, here are our rules. In
compiling this list, we worked to simple
criteria: all formats – portable, touchscreen,
console, PC, whatever – were eligible; we
could include only a single entry from any
series that features straight-up sequels;
and each game had to stand up today
rather than making the cut for reasons
of nostalgia or historic significance.
Not all of the games featured here are
new, however. In fact, some of the most
invigorating parts of the curation process
involved pulling out and replaying a number
of the most seasoned titles from the Edge
archives. Hopefully this much-argued-over
collection will inspire you in the same way.
5
contents
6
Portal 182 Super Mario The Witcher III:
World 176 Wild Hunt 96
Prince Of
Persia: THE Super Meat Boy 52 The Witness 164
Sands Of Time 16
Super Metroid 156 Titanfall 2 100
Puyo Puyo 80
Super Towerfall
Puzzle MONKEY BALL 12 Ascension 72
& Dragons 46
Tearaway 48 Transistor 78
Puzzle Bobble 26
Tetris 194 Trials Fusion 104
Red Dead
Redemption 178 The Elder Ultra Street
Scrolls V: Skyrim 152 Fighter IV 168
Resident Evil 4 188
The Last Uncharted 4:
Resogun 24 Guardian 150 A THIEF’S END 174
Rez INfinite 172 The Last Of Us 200 Vanquish 120
Rock Band 3 148 The Legend XCOM: Enemy
Of Zelda: A Link Unknown 92
R-Type Final 32 To The Past 138
Xenoblade
Shadow Of The Legend Chronicles 54
The Colossus 128 Of Zelda: Breath
Spelunky HD 134 Of The Wild 206
Splatoon 144 The Legend
Of Zelda:
Starcraft II 38 Majora’s Mask 132
Super Hexagon 8 The Legend
Of Zelda:
Super Mario Ocarina Of Time 190
3D World 112
The Legend
Super Mario 64 180 Of Zelda:
Super Mario THE Wind Waker 146
Galaxy 2 192 The Sims 3 30
Super Mario The Stanley
Maker 122 Parable 90
7
100
Format Android, iOS, Mac, PC Publisher/developer Terry Cavanagh Release 2012
Super Hexagon
Super Hexagon is something early games won’t end much The relentless pacing of the
of a poster child, alongside Dark farther along than that. As you game is matched by an aggressive
Souls and Spelunky, for the sadistic begin to sync with the game’s soundtrack by London-based
brutality with which some game rhythm, however, it becomes chiptune musician Chipzel (who
designers gleefully approach their clear that focusing on your has no shortage of experience in
task. Of course, if a game were avatar – as so many games have videogame-related audio, having
impossible it’d be no fun at all; trained players to do – is a created much of her work using
the key to testing players’ limits is surefire route to rapid failure. Game Boys). The arrival of each
positioning the challenge just far There’s no time to wait until wave of obstacles is matched to
enough from impossible to remain after you clear one obstacle to the thumping beat, offering a faint
satisfying and keep them hooked. start thinking about the next; you helping hand in avoiding disaster.
Super Hexagon accomplishes need to focus on the edge of the Super Hexagon was a key game
this with unnerving, hypnotic screen and plan well ahead. in defining the potential of iOS,
precision. The premise couldn’t As you begin to eke out an a format eyed with suspicion by
be more reductive: rotate a tiny additional hundredth of a second core players for so many years,
triangle around a morphing shape or two with each successive run, and delivers a fast-paced challenge
(occasionally a square or pentagon, the game digs in and refuses to let that rivals the best twitch
but more often a hexagon) in the go. And its one-more-go nature is experiences available on consoles.
centre of the screen so that it fits bolstered by some smart design Touchscreen controls, it turns out,
through gaps in the encroaching touches. The fact that each time needn’t equal a dumbed-down or
walls, which move inexorably, and you restart the colour changes, for imprecise interface and, handled
ever more rapidly, towards you. example, or the sheer speed with well, are more than capable of
The game makes its intentions which you can be in the action delivering feedback as vivid as
known from the off by labelling again after failing. Then there’s any clicking button. The game
the easiest of its difficulty levels the brilliant decision to pick up didn’t start its life on iOS,
‘Hard’. Two more, Harder and the music exactly where you left however, and was adapted from a
Hardest, must be bested before off with each retry, a crafty game created by Terry Cavanagh
a further three tiers of terror psychological trick that lessens for a 12-hour game jam.
are unleashed. The aesthetic is the sense of lost progress. But It’s fitting then that the game
stark, pairing muted two-tone more important than any of this took on a life of its own as a
backgrounds with simple pulsing is the use of procedurally stacked spectator sport, attracting huge
lines that change colour like predesigned segments which crowds at specially arranged
particularly gaudy stage lighting. spark waves of recognition-driven events that threw the trance-
The look serves to underscore relief and the ability to learn inducing action up onto big
the unforgiving challenge while useful manoeuvres even as the screens and allowed rookies and
at the same time ensuring that levels come at you in a semi- the uninitiated to marvel at the
the screen is as uncluttered as random order. seemingly impossible prescience
possible – essential given how For a game of such modest of expert players. Watching
fast everything moves. construction, Super Hexagon’s someone skilfully threading their
Your score for each level is onslaught is partnered with way through the most difficult
simply how long you managed to surprisingly refined handling as levels is on par with witnessing
survive, and it’s sobering to find your triangle luxuriously swoops the best bullet-hell runs. There
even five seconds dauntingly out left and right, gracefully arcing are plenty of astonishing efforts
of reach on your first few tries. It through spiral pathways and deftly on YouTube, too, and trawling
takes roughly 1.5 seconds for the avoiding the edges of contracting through them is as moreish as
first wall to reach you, and your shapes. When it goes well, at least. playing the game for yourself.
8
99
Format Android, iOS, Mac, PC Publisher/developer Sam Barlow Release 2015
Her Story
Making detective games every second of that footage, achieved with a form of videogame
is hard. Not games that merely you’ll still be left questioning long thought cursed to bear the
feature crime – all those need certain facets of the facts stench of failed Hollywood
do is recognise the repercussions presented. You may play the game aspirations and a black mark in
of the dead bodies, wantonness with a screen before your eyes, but the history books: full-motion
and pilfered valuables that are an essential, irreducible part of video. That it avoids such failure
more often simply the aftermath the computing is going on in the is down to several factors, but
of the mainstay activities in your synapses you carry around with the most important two are the
standard interactive power fantasy. you every day. That’s a rare and performance of actress (and
No, games that seek to turn you beautiful thing. musician in another life) Viva
into the investigator have to do And the trick Barlow pulls to Seifert, and exemplary framing.
something almost unthinkable in do this is simplicity itself: employ Being the only performer
an industry where every prop is the verb set of the search engine. onscreen, Seifert is left to conjure
turned by an expensive artist, Here’s how it works. Seven police not only a convincing inner life for
every quip and line is scrivened interviews from 1994 are split up her interviewee but also allusions
by a slightly less expensive writer, into over 200 separate chunks and and relationships enough with
and every scene is made under then hidden behind the entry field the invisible cast beyond the
the watchful orchestration of a of the LOGIC database. There’s interrogation room walls to
very expensive director: they have only one rule, one limit to gamify prevent the story collapsing
to let you miss things. In fact, the whole process, which is that inwards on itself. She does so
perversely, they have to actively you will be served only the first capably under intense limitations.
hide things from you. A true five clips to match your terms. The rest is up to Barlow, who
detective game can’t even afford And yet that goes to show how dresses the game up in period
itself the luxury of signposting potent a rule can be, for it takes fashion – everything from the
all the wonderful bits that have what would otherwise be a detail work in the lo-fidelity
been made at great expense that, rudimentary process of watching desktop icons, which arouse
sure, you’re missing out on now, a chronologically scrambled recollections of Windows 95’s
but you could go back to later. narrative and transforms it into a school of interface design, right up
That defeats the whole purpose. procedure of investigation, seeking to the encompassing protrusions
And it’s why so many have failed. out the next suitably distinct of a fake CRT screen. In this
To make this genre really work, string in exactly the same way you throwback interface and the
the game has to let you to figure might scour a crime scene for the cramped framing of the camera
it all out for yourself. merest hint of a clue. Some words lens, he presents Her Story’s
Sam Barlow’s Her Story is in will lead to dead ends – little footage not as misguided vanity,
this list because it does precisely pockets of ’90s miscellanea, nor as a miserly alternative to
that. You decide exactly how much perhaps – that seldom feel like CGI, but as a voyeuristic peep into
of its tale you’re going to imbibe wasted effort but terminate a a process the common man is not
before you make up your mind promising line of enquiry. Others meant to be privy to, with all the
about its central mystery. It even will take you to the seconds of gravitational pull of the forbidden.
offers you an out potentially hours footage that entirely scramble It’s just one more reason to be
before you’ve seen all the video your working theories with brand- attracted to an unconventional
clips that deliver, drip by drip, the new information, upending your game that tugs on threads few
fragments of information that fill fragile understanding of the forces others dare to unravel, and has
in this captivating case and the and motives at play here. already proven that while making
associated backstory. Even should That alone would be remarkable detective games is hard, the result
you choose – choose – to root out enough. However, all this is can amply justify the effort.
10
98
Format GC Publisher/developer Sega Release 2001
12
97
Format PS2 Publisher/developer Square Enix Release 2006
14
96
Format GC, PC, PS2, Xbox Publisher/developer Ubisoft Release 2003
16
95
Format PC, Mac, PS4, Xbox One Publisher Heart Machine Developer In-house Release 2016
18
94
Format PS2 Publisher/developer Namco Release 2004
Katamari Damacy
You can summarise how technicolour AV assault, apart suck them all up with a cackle, is
Katamari Damacy plays in a single from establishing Katamari’s the ultimate revenge; watching a
sentence: you roll a sticky ball philosophy – it doesn’t have to playground full of children and
around, picking up objects to make make sense for it be entertaining. teachers scatter in exaggerated,
the ball bigger, which in turn The scattily charming King of pantomime terror as the katamari
allows it to pick up even larger All Cosmos has been on a careless looms towards them is guilty
objects. But to sum up Katamari’s drunken bender and knocked the amusement indeed.
playfulness needs several hundred stars from the sky. And it’s down As with any worthwhile
words of postscript. For a game to you, the diminutive and hard- fairytale construction, there’s a
to swell so sweetly and remain working Prince, to replace them, murky heart to Katamari Damacy.
so affecting based purely on its by rolling adhesive katamari balls Like gaming’s most successfully
tone and art direction – surely around a series of domestic, child-like creations – Chibi-Robo!,
Katamari Damacy has done little suburban and urban locations, to say – it contains more stress and
but hypnotise a jaded audience form increasingly large bundles of darkness than first appears. The
into overlooking the shallowness objects that’ll replace the contents Prince is, effectively, a rampant
that fuels it? No. It simply taps of the night sky. Beginning with destroyer of worlds, however
into an oft-unacknowledged erasers, batteries and drawing candy-coated the destruction. And
strength of videogames, that pins, fodder for the katamari few things are as chilling as failing
of sheer aesthetic joy, and its evolves ultimately to the point to meet the target size of a given
straightforward rules of play that the tower blocks of whole stage and suffering the wrath of a
allow its other elements room to cities, dwarfed by the Prince’s pissed-off King of All Cosmos.
breathe deeply. If videogames are astral wrecking ball, are scooped None of that stops Katamari
ever medicine, then Katamari up like bowling pins into the Damcy being fun as all hell, but it’s
Damacy will always manage to shovel of a JCB. difficult not to want to savour it
keep the doctor away. This incredible sensation of as a straightforwardly colourful
It’s a game that’s very much scale is just part of the fascination lesson in how little things can
alive, a Pinocchio that dances into behind the process. As is a lawless become very big things, in your
life the moment its strings are cut but inarguably ideal soundtrack head as much as on the screen.
and the PS2 switched on. The composed of delightful pop tunes In terms of less tenuous
game’s theme tune in a cappella and cute instrumentals. Another impact, though, Katamari Damacy
form accompanies the appearance is the audio feedback – dozens is the kind of experience that
of the Namco logo, and a save slot and dozens of artefacts are does more than encourage fringe
is selected not with a pointer but absorbed into the katamari with demographics to pick up a joypad;
with a katamari ball itself. From a series of pleasing pops, like it also engages parts of them that
there, you’re launched into an stamping on damp bubble wrap; most other software can’t reach.
intravenous fizzy drink of an once people, vehicles and animals Many games can coax players into
attract sequence: ducks sing, become victims, each adds its dressing up like a certain character
pandas dance, volcanoes spew own stylised sound effect to the and posing with a cardboard
rainbows, and a suppository- cacophony of destruction-cum- sword, change their avatar in a
headed giant plays the guitar, as creation. Visually, it’s a game full forum profile to show their
the incessantly catchy “Naaaa of reality, but little realism, the affection, or even brand their skin
na-na-na” of the game’s signature recognisable contents of its world with a tattoo. But very few can
chorus begins to hook you right rendered with minimal texture but singularly inspire them to make
to the bone. Not so much an maximum character. Returning to tea cosies, cakes, replica katamaris,
introduction as an induction, an area that was once filled with elaborate re-enactments, phone
nothing is made clear during this hazards, now plump enough to pouches, woolly hats and dolls.
20
93
Format 3DS Publisher/developer Nintendo Release 2012
22
92
Format PS4 Publisher SCI Developer Housemarque Release 2013
Resogun
Housemarque’s shooter Resogun is also a surprisingly unleash a huge blast wave that
history stretches back to the enigmatic game – especially given destroys everything around you.
mid ’90s, when members of that it belongs to a genre built on Since the number of points you
Terramarque and Bloodhouse instantly understood controls and get rises with each consecutive
founded the studio. Since then short, moreish gameplay loops. Its enemy destroyed, these Overdrive
the Finnish developer has refusal to yield its depths straight outbursts are key to wiping out
prolifically turned out slick, away left it rather misunderstood large groups quickly and racking
arcade-influenced action, but when it was released. It doesn’t up the big points. You charge
it is its PS4 game Resogun that help that the game wilfully, and your beam, slowly, by collecting
represents the pinnacle of the regularly, instructs you to “save glowing green particles from
studio’s achievements to date. the last humans”, despite that fallen enemies, and hits during
It was also the saviour of being the least important aspect Overdrive will slightly increase
PS4’s undercooked launch of getting a high score. And then the duration of the weapon;
lineup, melding a fresh spin on there are the three ship types, figuring out when to deploy them
classic gameplay with entrancing which at first appear to be slight and which waves of enemies will
voxel-based presentation. Stages, variants on the same core idea reap the greatest reward becomes
enemies and your ship are made but actually function as a kind an all-consuming obsession as
up of thousands of the cuboid of secondary difficulty tier – you better understand the
building blocks, every one the Nemesis and its barrage of intricacies of the game.
primed to erupt into a gorgeous homing missiles best suited to This gradually unfurling depth,
cascade of debris if it gets even beginner players while, at the all of it hidden in plain sight, is a
a whiff of a nearby explosion. other end of the scale, the expert- large part of what makes Resogun
It looks unlike any other shooter, level Phobos sacrifices range and so special. Sure, save the humans
but the sheer volume of shrapnel spread for close-quarters brute if you can (and, yes, doing so will
sets it apart visually from most force. The game doesn’t tell you, proffer perks such as shields and
games in any other genre you but you won’t be troubling the a Human Saviour Bonus at the
can think of, too. high end of the leaderboards in end of the stage), but absolutely
None of this beauty comes at anything but the latter. nothing should come above
the cost of framerate, though, and It all comes down to the maintaining your multiplier. Leave
the game whips along happily at beautifully conceived additional too large a gap between shooting
60fps, the action only occasionally abilities of your ship. Each can one enemy and the next, and it
slowing to linger on the dazzling boost, deploy bombs, toss humans will reset to 1.0x. Picking up and
pyrotechnics. Ship handling feels a short distance (depending on rescuing humans also keeps the
just right, your craft exhibiting a how fast you’re travelling at the combo going, helpfully, but while
kind of truncated inertia that moment of release), and go into the death of a survivor will trigger
manages to strike an unwavering Overdrive to fire a hugely a pang of guilt, a seasoned player
balance between butter-smooth powerful, time-limited laser beam. will shrug it off easily compared
movement and hair’s-breadth It’s the last of these that will rack to the crushing moment you lose
twitch accuracy. Enemies pop up the big numbers. A small circle your multiplier. If you’re going
in a satisfyingly violent way, appears around your ship when for a high score, you might as
and the upgrade path of your you squeeze the trigger, while a well restart there and then,
primary weapon takes you from larger one shrinks inward: let go because there’s no coming back
floundering vulnerability to neon- at any point while the shrinking from it. Resogun’s continual
spewing death-dealer in minutes. halo is within the circumference urgency and genre-defying
But for all its willingness to of the static one – but before it depth elevate it from an excellent
cheerfully embrace players, reaches the ship – and you’ll shooter to a magnificent one.
24
91
Format Various Publisher/developer Taito Release 1994
Puzzle Bobble
By 1994, years after Tetris, right, and a single fire button. At By making clever arrangements
Columns and Breakout first the base of the screen Bub (green) at the top of the screen it’s
ensnared a generation of and Bob (blue) together control possible to set up high-scoring
obsessive-compulsive tidy- a vertically aligned harpoon gun, chains, and the visceral way in
uppers, it was unthinkable that which can be pitched from side which lines explode is as
a new line-clearing puzzle game to side across a 180-degree arc. satisfying as popping bubble wrap.
could take the arcade scene by The aim of the game, literally, Every cause-and-effect cycle in
storm. The early ’90s had been a is to shoot sticky coloured play is eloquently soundtracked by
time of gentle refinement for the bubbles up the screen, bouncing exciteable effects. The sharp stab
genre, the only real development them off the sidewalls if required, of annoyance at having missed a
being in their increasingly savvy into a frogspawn cluster of crucial shot by a few pixels,
marketing. Nintendo’s other bubbles hanging from the leaving your missile awkwardly
heavyweight branding of titles ceiling. Linking together three mismatched against wrong-
such as Dr Mario (1990) and or more like-coloured bubbles coloured bubbles, is accompanied
Yoshi’s Cookie (1992) had makes them vanish, taking any by a pitying twirl of musical
demonstrated the benefits of ‘hangers’ (bubbles dangling disappointment. In a twoplayer
attaching recognisable characters otherwise unattached from the match, such audio cues serve
to these more abstract game bottom of the matched cluster) as aural points of reference for
worlds, and other companies with them for high scores. your opponent’s progress.
were digging around their back While you play against the The singleplayer game presents
catalogues in search of suitable clock, the ceiling of the play area a series of puzzle-like levels, each
faces to front their ideas. adds considerable pressure by offering a set of carefully arranged
But when Taito chose to cast lowering after every few shots. bubble patterns to take out. It’s
the relative unknowns Bub and With each drop the music, some in the exquisite head-to-head
Bob, twin dinosaurs borrowed of arcade gaming’s most perfectly setup, though, that the game
from the company’s ageing Bubble memorable, speeds up with comes into its own. Here, in
Bobble series, as the cutesy heroes gathering urgency. If a bubble traditional Tetris style, every time
in its tardy stab at the genre, it crosses the line at the foot of the a player bursts more than three
seemed too little too late. Visually screen under which Bub and Bob bubbles in one go, the surplus is
as well as notionally, Puzzle Bobble, operate their cannon, the game sent to the opponent’s play area. It
often known as Bust A Move freezes and discolours to a is possible for the tide of a battle
outside Japan, does little to stand disheartening end. to turn with just one misfire.
out from the crowd. Candy-like In the first level a dotted A hit in arcades, the game
blobs of garish colour set on guideline traces the aim of your spawned numerous sequels across
sparse, muted backdrops frame harpoon, taking much of the a variety of home platforms,
a game that, while undeniably difficulty out of the aiming while ranging from Sega’s Dreamcast
distinct in action, at first appears making tricky off-the-wall shots to SNK’s Neo Geo Pocket. With
to do little more than amalgamate simple. However, from there on each new iteration the game grew
previous inventions. But in reality in you’re on your own, and you more complex, but at its centre
its triumph is down to this pick- quickly settle into an enjoyable remains the hypnotic core that
and-mix approach to game design but pressured rhythm of making made the early arcade and Neo
and the various skills required of tiny incremental taps of the Geo iterations such durable
the player – from planning and joystick to line up the perfect multiplayer challenges. Rarely
strategy to timing and accuracy. shot, taking a prayerful intake of has a game so clearly derived from
In synopsis, play is wonderfully breath before stabbing the fire its precursors felt so fresh, or
straightforward, requiring just left, button to execute the micro-plan. proved so timelessly engaging.
26
90
Format GC Publisher Nintendo Developer Amusement Vision Release 2003
F-Zero GX
Nintendo may understand but that’s the secret of the game’s to chew up and spit out even a
gameplay, but you sometimes have pounding relentlessness. Where 99-per-cent-perfect performance.
to look outside of the company’s every second is a potential Victory often only comes in that
R&D labs to find developers overtaking opportunity for your ‘introductory’ challenge by
that understand Nintendo. enemies, every race won is a managing to barge the near-
HAL gave us Super Smash Bros’s victory for eyes and fingers. And invincible Goroh off the track to
unashamedly vibrant celebration each craft has a unique balance of his death. But, with Amusement
of all things Nintendo. Intelligent speed versus acceleration versus Vision determined to exploit the
Systems crafted the wryly self- barging strength – so no single gift of the F-Zero franchise to the
referental Mario & Luigi twinset. machine is ever odds-on favourite. full, GX rewards persistence with
And when Amusement Vision The tracks are spectacular. a huge goodie bag of fan-focused
was tasked with updating Shigeru N64’s F-Zero X had scenery extras. Pilot themes with lyrics;
Miyamoto’s futuristic racing restricted to the odd 2D statue new ships; hundreds of craft
franchise for GameCube, the to keep the framerate up on the parts for Gran Turismo-style
result was F-Zero GX: a game struggling 64bit machine, and customisation; staff ghosts.
clearly made for fans, by fans. couldn’t help but look limp next Perhaps the strangest – and
GX (and its arcade twin AX) is to its perceived rival – the cooler- yet most satisfying – reward is
fiercely loyal to its older brothers. than-thou PlayStation offering, Toshihiro Nagoshi’s curious
The craft, quaintly reminiscent of Wipeout. In GX, Amusement attempt to contextualise the
the low-poly pastel-hued models Vision tweaked its Super Monkey F-Zero universe for the first time
born of a previous generation’s Ball engine to push GameCube with cutscenes and story. It’s
technology, handle as they did on harder even than Nintendo itself, somehow irresistible – eschewing
Super Nintendo and N64. For and transform F-Zero’s abstract the clumsy start-line posturing of
beginners, it’s a nightmare: taking tarmac ribbons into real places. so many other ‘character-based’
corners too fast sees your craft Now, Mute City is a city, all racers for glimpses of Captain
dragged by its behind into a race- blazing bridges and ghostly Falcon wandering neon-lit streets
scuppering trackside smash. But glowing billboards. Port Town is a and drinking in seedy bars, doing
with practice it’s possible to steer port – with, apropos of nothing, for F-Zero what the cantina scene
in graceful arcs that keep just the much-maligned NES accessory did for Star Wars. The bizarre
right side of skidding out of ROB the robot looming over the multiple-choice interviews with
control, boosting out of corners, ships and hotels. Craft cling pilots that come at the end of
thundering past competitors with treacherously to tube-like tracks cups are preposterous, but they
neck-tightening precision. It’s looping over lava; Casino Town’s somehow speak the language of
Scalextric at 1,200kph. No other psychedelic neon whips past at Nintendo and F-Zero’s loyal fans.
racing game comes close to 1,500kph; towering ramps send The best futuristic racing
evoking such a breathtaking the craft soaring over Aeropolis game? Well, which other example
feeling of barely keeping control of like a sychronised diving team. lets you time the destruction of
a vehicle that’s going far too fast. F-Zero GX’s unforgiving your craft to slide over the finish
Having 29 rivals all focused difficulty is what won over the line as a smoking husk? F-Zero
on smashing you off-course in hardcore. Extreme Mode is, GX represents one of those rare
anything but the beginner’s simply, impossible. The notorious moments in gaming history where
Standard Mode turns F-Zero GX Story Mode is a masochist’s technical ability, visuals, game
into a thrillingly anarchic dream: a deceptively short nine- design and – yes – unashamed
motorway war. Your competitors stage challenge where the very love for Nintendo intertwine
cheat with magic boosts in first race – a simple cliffside race to create something that’s
traditional F-Zero style, of course, against Samurai Goroh – is tuned extremely difficult to fault.
28
89
Format Mac, PC Publisher/developer EA Release 2009
The Sims 3
All management games spaces, with town centres and Sims is set in a world of relatable
have an element of fantasy to suburban areas, parks and beaches. successes and exaggerated failures:
them, whether or not their players Or perhaps you instead buy a plot the happiness of cooking a good
choose to indulge it. Creativity of land and spend your first hours meal offset against the chance that
and resource management go hand with the game building a home you may find yourself abducted by
in hand in SimCity, for example. from scratch: one of the keys to aliens. It’s a world where nobody
When Will Wright mapped out The Sims 3’s appeal is the way your gets really sick or really sad, where
the blueprint for The Sims, the creative options expand steadily discomfort is an empty bar you’re
game he had in mind was an from the moment you begin to always able to fill with something
extension of those ideas. In place play, without straying too far else, but where success is always
of a city’s municipal demands, from a quicker or easier option. available. It’s capitalism without
players would deal with a modern And then you live, however you the politics or danger, which
person’s hierarchy of needs. see fit. Meeting basic needs comes arguably makes it dangerously
Creating a place you’d like to live first, and perhaps entails a job, but political in its own way.
in became curating a life you’d like your Sims’ ambitions – as close as For all that EA has notoriously
to have. In hindsight it’s perhaps The Sims 3 gets to an end goal – capitalised on that power, for
obvious that this simple shift require you to do more than just every expansion and high-street-
would expand the potential subsist. Balancing tiredness, brand DLC pack, the spirit of
audience for the game far beyond hunger and hygiene with social innocent creativity and aspiration
what Maxis had reached before. and career needs while also that draws so many people to The
Not only did The Sims become developing skills and a healthy Sims has persisted. The Sims as a
one of the best-selling series of bank balance is the plate-spinning series gets away with charging so
all time on PC, it has done a huge act that sustains The Sims 3 as a much because for many it’s less a
amount to expand and diversify management game. Later game, more a hobby: by investing
the audience for gaming. Because expansions added adventures, in new stuff, players expand their
while these are absolutely quests and collectibles too, ability to tell the stories they want
management games, they are challenging players to use the to tell. This is, after all, a game
also architecture tools, lifestyle tools they were given to hone about acquiring things; it follows
sandboxes, and vehicles for a very Sims for a specific task. Were that it’d survive a DLC programme
particular fantasy. The Sims 3 is this the sum of The Sims’ offering structured in the same manner.
representative of the series at its as a game, it’d be rather thin – There’s certainly an argument
most comprehensive, embodying a case of growing numbers to to be made against The Sims and
all of these different aspects of meet requirements, forever, to the fantasy it allows you to
The Sims across the base game be regarded in the same light as indulge in – that it can be
and its many, many expansions. timesink mobile city-builders. voyeuristic as well as vicarious.
The Sims 4 may well eventually The game is a toolkit first, Yet there are also clear positives.
supplant it, but that sequel is however, and its powerful draw is The Sims 3 is a game that allows
still playing catch-up with its always that the player is capable of you to experiment with a life
predecessor in many regards. setting their own objectives and entirely about achievement, about
The Sims 3’s major achievement working towards them instead. All both the value and the scarcity of
was a sense of scale. You select games are aspirational in some your time. Its lesson to players is
a pre-made family or create your sense, but The Sims 3 is actively that you can only do so much
own (or simply create yourself), about aspiration. It’s about real with the time available to you,
and use your starting cash to aspirations, too, or at least close and that the worst thing you can
buy a house in one of several analogies for them: love, money, do is nothing. Or get electrocuted
neighbourhoods. These are large stuff, homes, fame, success. The fixing the microwave.
30
88
Format PS2 Publisher/developer Irem Release 2003
R-Type Final
Even Irem, practically a work of art this rivals anything disaster without balance or focus,
genre boutique in the ’90s, knew Team Ico may imagine. it would have been worth it for
that, come the new millennium, But never does it use this as the artistic statement alone. But
the shooter was dead. But an excuse to be a bad scrolling of course it does work, far better
producer Kazuma Kujo knew shooter. It bears repeating: 101 than perhaps it should and
something else: that R-Type, the allied ships, 78 enemies, 84 wave differently from its predecessor,
series that arrived in 1987 with a cannons and 53 Forces – numbers R-Type Delta. The two games sit
slow fade and a rising theatrical that, when introduced to Kujo’s at polar ends of a single spectrum,
chord, had to go out in style. team, are said to have had him Delta tight and traditional, Final
Developed in secret for over a year almost laughed out of the open and explorative – a genuine
(in-house, no less), R-Type Final building. It’s a terrifying concept shooter.
was a delectable compromise: a proposition, not just in terms of If you’ve completed it already,
shooter of unprecedented scope, production schedule but in end playing it through from beginning
published under the express result as well. Overkill, after all, is to end, then you haven’t nearly
condition that it had to be the last. poison to many a sequel and a sure played it enough. What’s more,
Just as well we’re celebrating route to bankruptcy for many a anyone claiming to have seen ‘how
single moments of excellence franchise. Only for this game it ends’ is fibbing, whether they
rather than precedents or legacies, could it equal a win-win scenario. realise it or not. Kujo’s gift to fans
because Final is anything but a What Final gives you, – that one idea he simply had to
seminal shooter. It doesn’t offer essentially, is Irem’s Great Glass see through – is a final episode
rebirth to a genre in decline, but Elevator – the means to explore that has no finale, growing
glorious death. No sooner does it every conceivable corner of the unpredictably over dozens of
find a voice for the shooter – R-Type experience, passing en hours of play. Final loops through
something more than just a visual route an ensemble cast of its other umpteen different versions of its
language of bullet patterns and franchise stars. Beginning with the primary plot, banking into black
giant flashing ‘DANGER’ signs – standard repertoire of ricochet holes and parallel dimensions,
than it speaks a sombre farewell. lasers, homing missiles, beams surfing conduits through time
Its title screen: the omnipotent and bullets, it swells to become a and space into levels hidden
Force, symbol of mankind’s war document of both R-Concept within hidden levels, leaving you
against the Bydo Empire, ingenuity and Irem history. Some ultimately without bearing on
abandoned to the sea. Its weapons exaggerate those of even the series’ most basic truth:
soundtrack: funereal, host to previous games, some pay homage the evil of the Bydo Empire.
downbeat reprises of the old to R-Type’s stablemates, some As genres segue together
chip-tune anthems. Its weapons: depict ancient Earth motifs and into sandboxes and evolve into
overwhelming, designed for a job others potential mergers of human modern forms, the chances of
that more than a dozen previous technology and Bydo flesh. there ever being another game
games couldn’t finish. The Bydo: There’s a palpable sense of like this become unpleasantly
dying, either fighting last-ditch endless possibility, compounded slim. Series come and go, of
battles or nursed by strange by the fact that much of the game course, with stories fit for
machines. One of the only games has been deliberately left untested. dramatic ends, but R-Type Final
to acknowledge so explicitly the Much is overpowered and much is was something different. When
state of its own genre, Final ineffectual, the inclusion of an AI another of gaming’s most fondly
labours with every ounce of its battle mode encouraging you to remembered, formative eras
being, reducing even the scroll discover and exploit these flaws passed into twilight, here, for
of its levels to a geriatric crawl. and take them into battle. Had once, was a game with the
Make no mistake, as a tonal this misfired, creating a freeform heart to say goodbye.
32
87
Format PC Publisher/developer Frontier Developments Release 2014
Elite Dangerous
Elite has never wanted audio design that manages to permissions and queues to dock
for ambition, only sufficiently blend the clanking familiarity with space stations. Making
advanced technology. Today’s PCs of existing technology with money without breaking the
are capable, finally, of delivering something disconcertingly foreign. law will require self-imposed
that vision with the kind of clarity The roar of your ship’s engines is commutes as you trade your
that must surely have been in as intoxicating as it is threatening, way up to larger ships and better
David Braben and Ian Bell’s minds weapons evoke impressions of systems that will enable you to
when they collaborated on the dogfighting WWII aces and Star extricate yourself from the daily
first game. Thirty-two years later, Wars in equal measure, while a space grind. Dangerous can be a
Braben is now alone at the helm, melodramatic orchestral bit mundane, then – and it’s all
and Elite Dangerous represents soundtrack further bolsters an the more brilliant for it. After all,
one of the most remarkable already majestic audioscape. fully committed space fantasists
achievements in videogames to This vivid picture is completed are just as passionate about
date. This is a game that offers by a swish cockpit UI that feels experiencing the assumed realities
up a playground 400 billion star believably utilitarian without of earning a living on the wing as
systems strong, weaving scientific sacrificing the sci-fi flair of they are about firing laser beams
and procedural data together to fizzing, canopy-illuminating at the thrusters of enemies.
form a coherent model of our own holograms. Engineered with VR With the core game nailed,
Milky Way – an inconceivably headsets in mind (but equally as Frontier has expanded what it’s
large, fully explorable sandbox effective with a mouse-controlled possible to do within its starbox.
in which to live out your sci-fi viewpoint), the interface expands The Wings update introduces the
roleplaying fantasies. beyond a single screen with ability for players to team up and
That scale comes at a small additional controls to either side undertake missions together, or
cost, but it’s one that dovetails of you. It’s an array built in tiers, share the spoils of freeform play.
nicely with the fiction. The sheer cleverly designed to allow players Powerplay, meanwhile, adds
scale of Frontier’s vision means to sink deeper in as they become factions that players can join and
that it’s going to take some time more familiar with the business work for to shift the balance of
to fully realise, and so, just as of being a pilot. If you want to power in the galaxy. And a
with real space exploration, there concern yourself with the frantic graphics revamp lights up the dark
will be limits on what’s possible redistribution of your craft’s side of inhabited planets with city
until budget and time allows. limited power reserves between lights and significantly improves
For that reason, Frontier systems in the heat of a battle, you gas giant textures. Close Quarters
focused on the essentials first, can, but you’re just as welcome to Combat, meanwhile, bolts on a
massaging the game’s flight model simply point and shoot. The depth whole new competitive mode to
into something that feels truly of control on hand is indicative of the game. But even this feels
special. Flinging the game’s ships the fastidious nature of Dangerous diminutive compared to what the
around space is a joy as you edge – this a game that holds the second season of expansions,
the throttle forward, slingshot minutiae of space life in the same named Horizons, will bring – the
around planets, and boost out regard as it does the grandiose. first update alone adds planetary
of the range of enemies’ attacks. In short it’s a game that wants, landings, low-orbit flight, ground
Ambitious pilots can disable flight in part, to be a little slow. installations and driveable Surface
assist once they’ve mastered the Space battles are all very well, Recon Vehicles. The universe
basic flight model, allowing for all but the time you spend between continues to expand, and what
manner of advanced manoeuvres. them will be on the intergalactic exists now marks only the start
This satisfying and flexible equivalent of motorways. You’ll for one of the most ambitious
handling model is supported by have to deal with landing game projects ever undertaken.
34
86
Format Various Publisher Various Developer Hudson Soft Release 1983
Bomberman
Since the original game are various different types of all about multiplayer, more
was published over 30 years ago, bomb, including Mines, Power important still were the game’s
Hudson has produced a staggering Bombs and Remote Bombs, and competitive multiplayer modes.
number of Bomberman titles, there are items that enhance your Like many of the other core games,
across just about every popular abilities, such as Speed-Up and Saturn Bomberman included a
gaming platform (and some Bomb Punch, plus Power Glove, cooperative multiplayer mode,
unpopular ones, too). When a letting you lob bombs. but the real meat of multiplayer
single piece of game design One twist seen in Saturn was the ability to compete with
extends tentacles of this length, Bomberman and a number of your friends. Indeed, American
you know there’s something other iterations is the inclusion and Japanese players could even
special lurking in its DNA. of different-coloured dinosaur enjoy online Bomberman well
Drab colours and jerky graphics mounts. Initially uncovered by ahead of the modern era of
might’ve been early criticisms exploding a nearby piece of wall, console connectivity thanks to
levelled at the series, but not after they start out as eggs but grow Sega’s Saturn modem initiatives.
it made the switch to Nintendo’s increasingly powerful as they But Saturn Bomberman’s killer
Famicom. The shift to more make the transition from baby to feature was confined to those
powerful hardware enabled the adult. One obvious advantage of whose gaming setup stretched to
series to establish one of its key riding a dinosaur is that if you’re two Saturn multitaps: the game
hallmarks: a strong, vibrant colour hit by a bomb blast, your mount could support a hefty ten players
scheme and cute character design. dies instead of you. The other is at once, increasing the intensity
In Saturn Bomberman, those each dinosaur has its own special exponentially. It’s a game for
characters include some drawn ability: the purple variety emit which the word ‘mayhem’ might
from Hudson’s other games: ultrasonic waves to destroy rocks have been created. Playing against
Master Higgins of Adventure and explode bombs; blue ones can human opponents, deviously
Island, Milon of Milon’s Secret kick bombs over obstacles; pink trapping them in dead ends or
Castle, Bonk of Bonk’s Adventure, can jump; green can run fast; and confusing them by creating chain
as well as characters from the finally yellow lizards can halt reactions was, and still is, heady
Tengai Makyou series, Momotarou opponents with a roar. stuff, demonstrating how even
Densetsu and Galaxy Fräulein Yuna. In other respects, Saturn static bombs can create fluid and
Indeed, while it’s difficult to Bomberman is similar to many frantic head-to-head experiences.
pick a single, series-defining game of the other versions of the game. In theory, it should be easy enough
from a collection this large, Saturn It features a similar singleplayer to avoid bombs that are fixed in
Bomberman remains one of the structure, for example, in which place; in practice, in the fury of
highest points. Unsurprisingly, it a bolted-on story provides the battle, the range of tactical options
features the same core design as pretext for pushing on through and the speedy pace of play can
every other game in the series: successive worlds, destroying all confuse all but the most
you move your character across a the enemies in your path. In this experienced of players.
grid-like expanse, dropping bombs instance, that story involves Bomberman’s brilliance walks
and then retreating to a safe recovering some crystals to a fine line in the delicate space
distance before they explode. And restrain the horrible monster between tactical deliberation and
when they blow, they eliminate Crator, but really, who cares? blind panic. It was no surprise
any enemies in their path and More important was the survival that Hudson attempted to refine
clear new routes across the screen. mode, which allowed players to its formula again and again, with
If that sounds simple enough, a record their best times. varying degress of success, until
wide range of powerups throws in And, since everyone knows that the company was swallowed up
an extra layer of strategy. There Bomberman is really a game that’s by Konami in 2012.
36
85
Format Mac, PC Publisher/developer Blizzard Release 2010
StarCraft II
Although its star has waned decisions outside of individual from the fact that the standard is
in the past few years, the realtime missions that subtly influence so extremely high: few players can
strategy template laid out by how those missions play out. cut it in a scene this demanding,
Blizzard with StarCraft, Brood War Upgrades twist familiar units in and even audiences need to know
and subsequently StarCraft II is new directions, opening up a lot to be able to follow the
the founding rock of professional strategic possibilities while action. Even as its player numbers
competitive gaming on PCs. locking out others. dwindle, StarCraft II remains an
What started as a science-fiction This was possible only because icon of competitive game design.
adaptation of Blizzard’s fantasy of Blizzard’s decision to silo off Excellent matchmaking brought
strategy games – Warcraft and singleplayer from multiplayer. some of that quality within reach
Command & Conquer colliding with Each mission is different, like the of normal players. Blizzard’s
Warhammer 40,000 – was adapted early encounter with the Zerg that seasonal ladder system, which
by its community into something uses a day/night cycle to balance seamlessly matched players into
much more. Although played by moments of placid expansion graded leagues and allowed them
many as a singleplayer strategy and fraught danger. Heart Of The to play each other for points, has
game, StarCraft’s supremely high Swarm, the Zerg campaign, takes never been bettered. Though
skill ceiling lifted the possibilities this principle even further. Zerg external sites are still mandatory
for gaming as a spectator sport. leader Kerrigan becomes an RPG for improvement, each successive
In South Korea, the home of the character in her own right, and the game has provided better tutorials
scene, that accidental mutation swarm theme is used in missions and replay tools. Blizzard’s respect
created the world’s first rockstar that adapt MOBA-style wave for its modding community is
videogame players. attack/defence systems into shown by the StarCraft II Arcade
The lengthy gestation period of singleplayer strategy puzzles. and provision of a map editor and
StarCraft II reflects the difficulty Given that the MOBA genre scripting tools. Its decision to
of following up a game like that. began with the Aeon Of Strife showcase player-created custom
Blizzard had to do justice not only mod for the original StarCraft, modes within the game itself
to its competitive legacy, but the it’s an appropriate gesture. predates Valve’s by years.
space opera it had set in motion This is to say nothing of that StarCraft II would be worthy of
and the culture of modding around genre-defining multiplayer. a place on this list if it was simply
it. To do so, the studio drew on Blizzard smoothed out the more an epochal multiplayer strategy
the very quality that had catalysed obtuse parts of StarCraft’s game. As it is, it’s an incredibly
the phenomenon in the first place: difficulty curve for the sequel, well-rounded experience, a
StarCraft’s ability to adapt. but was careful not to lower the testament to Blizzard’s history
Dividing the sequel into three skill ceiling. Competitive StarCraft of producing milestone games
games allowed Blizzard to invest is a game of mathematics and that feel like events. If you ever
heavily in creating distinctive strategy combining macroscale wonder why this company can
campaigns for each of its three economic planning (learned draw tens of thousands of people
factions. Wings Of Liberty tells the through many hours on to California for BlizzCon, or
story of Raynor’s Raiders, Terran community-run wikis) with why every game it makes fills out
freedom fighters on the run from a intense second-to-second battle midnight launches worldwide,
corrupt Terran Emperor just as the management. The very best StarCraft II will show you. It’s a
planet-consuming Zerg make their players act and think with speed rare example of a game that tries
reappearance. A light RPG and clarity that substantially to be for lots of different types of
progression system, handled by exceeds any other competitive player and pulls it off, a case study
talking to characters on Raynor’s videogame. StarCraft II’s recent in never compromising when it
flagship, allows players to make struggles as an esport stem in part comes to following up a classic.
38
84
Format 360 Publisher/developer Bandai Namco Release 2007
40
83
Format 360, PC, PS3 Publisher 2K Games Developer Irrational Games Release 2007
BioShock
BioShock’s great strength player to trigger a reflection on The primary choice, once
is its ability to conjure stop-and- the nature of play and choice. inside, is a binary one – whether
stare moments of symbolism and That tension between the to harvest the infant girls who
spectacle from a place beyond our chosen and the imposed appears roam Rapture with their clanking
imagination. It’s easy to say games as early as the opening scene, diving-suit protectors, or to spare
should do this without thinking an abrupt and elementally them for lesser immediate reward.
about how boring it would be if grandstanding set-piece featuring The choice amounts to which side
they did, or how hard it must be to a plane crash in the ocean. The of a moving train the player
construct engaging, combat-heavy player’s only chance of survival is wishes to look out from – the
gameplay around an intellectually a lighthouse, lamps illuminating a ultimate destination is the same,
rigorous theme – but games really path inside to the game’s first bit though BioShock’s self-aware
should do this. Fighting a of ostentatious scene-setting: a commentary dazzles enough for
metaphor of fallen idealism in a stern, imposing bust of Andrew it not to seem important. Besides,
glass city at the bottom of the Ryan emerging from the dark these Little Sisters and Big
ocean feels transportive in a way carrying a banner on which is Daddies are triumphs – of
that scoping the slightly big bugs written the rationalist slogan iconography if not gameplay, of
of this season’s apocalypse will ‘No Gods or kings, only man’. impact and atmosphere if not
never be again. BioShock can be Beginning a BioShock tradition meaningful interaction.
accurately and more or less of coy musical signposting, If there’s meaningful
uselessly described as a firstperson somewhere a gramophone creaks interaction it expresses itself the
shooter, but its real trade is in out the tones of Beyond The Sea. only way most games know how,
ideas. There are perhaps a dozen It feels like an escape, through violence. The scientific
moments during the steady but crucially to BioShock’s advancements of Rapture have led
wonder of exploring Rapture that philosophical parlour games, the to genetic enhancements called
invite players to pause and enjoy player has no choice – the only Plasmids – powerups by another
audacious imagery for its own path ahead leads to a bathysphere name – granting control of wind,
sake – the groaning sadness of and a descent beneath the waves. fire and electricity, programmed
the Big Daddies, the frustrated Inside, Ryan appears on a super-abilities to supplement the
experiments in aesthetic projected 1950s information reel rattle of BioShock’s mechanical
perfection in Dr Steinman’s – part Orson Welles, part John D shooting. The route might be
surgery, the posed plaster Rockefeller, a showman of the essentially on rails, but these
victims of Sander Cohen. impossible, a Wizard of abilities give flexibility to the
In other words, BioShock is Underwater Oz. “I chose way each encounter can be played
a culturally erudite game that something different,” he’s telling out, variation to the unavoidable
has the technical prowess to us, free will buzzing through the expression of violence and
erect a sophisticated fictional bathypshere. “I chose… Rapture.” destruction that the game entails.
environment in which to play And with that the city is Not that the action is bad, but
with a collection of concepts – revealed. Rapture is BioShock’s real it can’t help feeling inelegant given
objectivism, rational self-interest, achievement – the conception of the richness of layered imagery
the attainment of the great at the it as a staging ground for violence and design in which it takes place.
expense of the unworthy. It’s and adventure, and the realisation BioShock feels frustrated with
famous for a twist based around of it as a beautiful art deco itself – with the medium’s ability
the notion of free will it’s been metropolis, a magnified mid- to conjure all that spectacle and
toying with in plain view the century Manhattan playing host symbolism and yet still, accurately
entire time, a twist that to a philosophical interrogation but uselessly, only amount to a
intentionally rebounds on the of American individualism. firstperson shooter.
42
82
Format 360, Mac, PC, PS3 Publisher Activision Developer Infinity Ward Release 2007
44
81
Format Android, iOS Publisher/developer GungHo Release 2012
46
80
Format Vita Publisher SCE Developer Media Molecule Release 2013
Tearaway
There remains something partner off springy drum skins, can knock tall variants off their
unfashionable – wonderfully and and unfurl pieces of scenery to stilts, while you can assist by
defiantly so – about Tearaway. reveal hidden routes. Everything is squishing enemies for your
It’s the most unlikely of killer constructed from paper and card, counterpart to lift and hurl into
apps, wrapping a genteel, warm- and not only does it look like the the abyss, or sharply bumping
hearted story around a genre all real thing, it moves and sounds Scraps from beneath to send them
but forgotten by everyone bar like it, too. It certainly isn’t the careering into the screen, before
Nintendo, and daring to make a first game with a hand-crafted wiping them off with your thumb
virtue of the elements of Vita’s look, but no other has so as if removing a bug from a
featureset usually reserved for successfully integrated its windshield. Otherwise the only
one-off gimmicks. It’s a game with aesthetics with its mechanics. danger is falling – it’s more
a genuine affection both for the And when you’re not grabbing, easily done in the late game,
material from which its world is pulling, rolling and folding what though Atoi and Iota have a more
crafted, and for the machine in Media Molecule has built, you’ll reliable leap than Sackboy, and
which that world is contained. have the chance to stamp your checkpoints are rarely far away.
And it feels contained, too: as own mark on the world. Agree to You’ll tear through the game in
you push against the rear touch complete an NPC’s request and a couple of afternoons, then, even
panel and see a simulacrum of you’ll be briefly whisked away as you’re encouraged to linger by
your fingers poke through the and into an art studio, with the measured pace and the sheer
floor, while seeing your face coloured paper laid out on a beauty of the setting. And yet
gazing down from a hole in the craft board, which you must cut when it’s over, you might choose
sun, you’ll almost be convinced and assemble, adding assorted to bring Tearaway’s world into
that Tearway’s universe somehow ready-made decorations you’ve your own: each stage hosts a series
resides within the hardware itself. unlocked on your journey. First, of papercraft models to collect,
The messenger you follow you’ll design a face for Atoi or which you can print out and
through its papercraft worlds is Iota; next you’ll find yourself make into physical memorabilia.
not actually the protagonist – or, making a crown fit for a squirrel To some, this might all sound
rather, is only one of two. You are before prettifying a pig and horribly twee – and it so easily
the other, pushing Atoi or Iota wallpapering an elk. Both of Vita’s could have been that – but
along with the analogue stick, cameras are pressed into regular Tearaway’s gleeful, celebratory
while intervening as their service too, while the messenger tone cuts through any cynicism.
omnipotent helper from on high. can also take their own snaps, It’s a game that’s enamoured of
It’s a strange kind of partnership, complete with a selection of both the physical and the digital
but it’s realised beautifully, Instagram-like filters. You sense realm, bringing the tangible and
serving to highlight the artifice of these little mementoes of your intangible together in unison by
the bond while still making you journey will become more than wholeheartedly embracing its host
feel more connected to both the just set dressing, and so it proves hardware. It also makes Vita’s
character and the world. It’s an in a touching closing act. most-ignored features an integral
opportunity you’re invited to grab In a game that plays so fast and part of its systems, rather than
with both hands: one steering the loose with convention, it’s hardly wasting them on novelties. On
messenger while the other reaches surprising that there’s rarely any a platform that often seems to
into the world or manipulates it in threat. The boisterous, stubby lack a discernible identity,
some other way to assist. You’ll little Scraps are the antagonists of Tearaway is a champion of
tilt your Vita to manoeuvre the piece, but they’re easily dealt everything Vita is and can be,
platforms into position, tap with throughout the game. The and in that respect it feels like
the back panel to bounce your messenger has a forward roll that Sony’s very own Super Mario 64.
48
79
Format Mac, PC Publisher/developer Riot Games Release 2009
League Of Legends
On the face of it, League Of By ten minutes in, you’ll measure forward-thinking studio. Riot
Legends has never been all that your stats against those of your Games, standing on the shoulders
revolutionary. In an era of VR and foe, weighing dead minions of Blizzard-shaped giants, has
the graphics arms race, it can feel against dead champs to calculate created a sensational model for
like a relic of a bygone age in game the gold accrued. By 20 minutes what esports can become. The
design: a free-to-play PC title in, your objectives expand. Now studio did, after all, play a critical
where two teams knock heads like Baron spawns, a jungle-born role in nurturing streaming
quarterbacks, marching through monster whose buffs can swing culture. In its first days on a then-
cartoon lanes while NPCs pump the terms of the game. Plodding nascent Twitch platform, the
from one base to the other. It’s a forward and back with the rhythm US-based developer/publisher
throwback, blossoming from the of a pendulum, the players streamed its world championship
groundwork of DOTA, its MOBA constantly eye the clock for event to an audience of over
brother-in-arms, and League Of cues on when to switch from eight million. Today, its
Legends makes no real attempt to one lane to the next. championship series are watched
fix what isn’t broken. This can be a bewildering by over three times that amount,
However, League Of Legends has experience for the uninitiated, and get airings via ESPN – a
a quality that many games lack – requiring study and time to learn network that, while once sceptical
a mathematical beauty, something the tics of your brethren champs. of esports, now seeks the
logicians would describe as a stern Is the enemy Twisted Fate? Then attention of the increasingly
beauty, austere. ‘Beauty in method’ he can teleport across the map and valuable millennial gaming market.
is how the old maths masters kill you even when you thought The game’s pro players have
would talk about an especially you were safe. Is the enemy graced the halls of Madison
pleasing method of proof, a proof Blitzcrank? Then expect him to Square Garden and London’s
that’s unusually succinct and grab you and pull you into enemy Wembley Arena. Its top teams
elegant. At its heart, League Of clusters – but this ability has a take home millions of dollars
Legends is elegant. long cooldown that leaves him in prize pool cash. It’s a Super
The game pivots on the art of largely toothless when triggered. Bowl in its own right, if a pretty
turning conflict into quantifiable A good player needs to have unconventional test of brawn.
solutions, of sifting through encyclopaedic knowledge and an And its viewers, the fanbase,
information, through thousands impossible brain that gathers all have finally seen their hobby lifted
of variables that await you on the relevant variables and spits out to those upper echelons of highest
map. How many enemy turrets decisive actions. Perhaps this is esteem. Despite early scepticism,
have fallen by 25 minutes of play? why the champions of esports the growing acceptance of esports
How many minions has your are celebrities in their own right, within sports culture is conclusive
opponent killed so far? Success a new generation of Internet proof of just how influential fans
isn’t simply a matter of downing stars blurring the lines between are in bringing new kinds of
the bad guys; it requires an gameplayers and athletes, hobbies entertainment to the mainstream.
understanding of the clockwork and sports. League Of Legends is Where League Of Legends can
mechanism that is at work deep one of only a few games that can seem like just a relic of the DOTA
inside the game. offer a glimpse of exactly what age, it redresses the balance by
Picture the scene: it’s a nice day competition, spectatorship, changing how we think about
on Summoner’s Rift. Three lanes fandom and celebrity look like all games. It’s a powerhouse, a
extend before you, stretching in the 21st century. machine that’s helped set into
across jungle and river and No, the online spectator motion the way we now interact
sleeping turrets. At just over isn’t a new concept, but this is with these things we play –
a minute in, minions spawn. unfamiliar territory for even a and the ones we simply watch.
50
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Format 360, Mac, PC, PS4, Vita, Wii U Publisher/developer Team Meat Release 2010
52
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Format Wii Publisher Nintendo Developer Monolith Soft Release 2011
Xenoblade Chronicles
It’s the world that stays with the genre’s commercial zenith, there’s no real need: the naturally
you. Over the years, characters and with refinements to make it more curious player will want to chart
details have faded from memory, palatable to western markets. It this world fully, if only to be
but Chronicles’ magnificent sprawl, benefited from the endorsement surprised and delighted by yet
notably the widescreen splendour of Nintendo as publisher and the another eye-opening vista.
of Gaur Plain (arguably the closest coverage that accompanied its Or, perhaps, a rare beast to slay.
thing to Hyrule Field we’ve seen unlikely PAL localisation. It was Chronicles features some striking
since), remains every bit as vivid. only after a sustained Internet creature designs, though in the
It’s ironic that a setting deserving campaign, following universally heat of battle you’ll often be too
of projection on an IMAX screen positive reviews in Europe, that focused on their positioning and
was contained on – constrained NOA president Reggie Fils-Aime yours to notice. The pseudo-
by – two consoles that could decided to publish the game in realtime combat is a revelation:
never really do its vision justice. North America. elegant and malleable, it allows
And yet how fitting for a game of The campaigners were right, you to chain moves, combine with
this grand ambition that it had to. not least because during Wii’s allies to land more forceful blows,
Not that such aspirations twilight period, Chronicles was and deliver specific attacks and
were without precedent. Director a game of uncommon quality and convey status effects by launching
Tetsuya Takahashi had, of course, depth; indeed, few games released an offensive from the side or rear
been responsible for the Xenosaga since can boast such a runtime. of your foe. The Monado’s ability
series: he’d envisioned an SF opus If it isn’t averse to leaning upon to both stop time and show a
spanning six games, but publisher entrenched conventions, then it glimpse of the imminent future,
Bandai Namco pulled the plug tends to do so lightly, often subtly meanwhile, is at once a godsend
after just three. Xenoblade saw defying tradition. Take protagonist from a tactical point of view and
him rein in his more extravagant Shulk, for example. Yes, he’s an lends a palpable note of drama to
tendencies, marrying a simple orphan, and yes, he wields a each skirmish. The sight of an ally
story with a broad sweep to legendary sword that carries an perishing in battle ensures that
systems which took in and built otherworldly power. But he’s no you take immediate steps to save
upon everything he’d learned from cocksure, reckless, headstrong them, and it’s a rousing moment
his work on Ys and Final Fantasy teenager; he’s an unusually when you succeed in doing so.
during its Square heyday. The thoughtful and compassionate An exceptional, diverse score
result may not have been the youngster, brave but not foolhardy, soundtracks the journey, alongside
revolution some suggested, but with a poise beyond his years. And an underrated and characterful
Wii owners were treated to the while his story involves an early English-language dub that grates
most accomplished Japanese tragedy and a mission to bring only during the repetitive shouts
roleplaying game for some years. peace to a world at war, this is no of your allies during combat –
The genre had not completely ordinary quest; more significantly, although, as a consequence,
stagnated before Xenoblade, but this is no ordinary world. After all, you’re more likely to switch party
even the best JRPGs had been met it is set upon two unfathomably members regularly and discover
with ambivalence in mainstream huge titans, permanently frozen new techniques. Even as the
quarters, with few exceptions in eternal conflict. laundry list of objectives and side
outside recognised names such As you traverse their limbs and missions grows uncomfortably
as Final Fantasy and the Persona bodies, you’re regularly treated to long and the hour count hits triple
games. All this made Chronicles a sights that inspire genuine awe figures, this absorbing adventure
pleasant surprise. It gathered in and wonder. Chronicles encourages casts a bewitching spell. Few
almost everything players had exploration by rewarding the games can lay as convincing a
grown to love about JRPGs during discovery of landmarks, yet claim to the term ‘epic’.
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Format PC, PS2, Xbox Publisher Sega Developer Sumo Digital Release 2006
56
75
Format 360, PC, PS3 Publisher Valve Developer In-house, Hidden Path Release 2012
58
74
Format Mac, PC Publisher 2K Games Developer Firaxis Games Release 2005
Civilization IV
Nothing hurts quite like a characters. Your first city. Your about bonuses. It’s about
nuke. To see that mushroom cloud first captured city. Your first infection. Religions spread
rising over the city, to know you’re recaptured city. Each lovingly from holy cities, carried by
one step closer to armageddon, to named and tweaked. This is missionaries. Sharing a state
realise you’ll be wasting worker Fartsville. It’s home to the religion with your neighbours
time on scrubbing fallout. Nuclear pyramids. It has a rapidly growing makes the AI players more likely
weapons don’t do as much damage population, and is a centre for to share resources and tech.
as you’d expect in Civ IV. But academic research. Your borders: Sharing a state religion with any
they’re the ultimate humiliation. to my west are the English. They city with a matching temple gives
They may not kill effectively, but are my allies. To my east, the line of sight: your flock are your
they hurt. Especially when French. They are my enemies. spies. And state religions that
dropped by a close friend. Your empire: these are the own a sacred building will receive
You could’ve looked at the Mongols. They are my people. income from far-flung temples.
original Civilization and thought And it’s about wild historical Again: religion isn’t a series of
it a near perfect game. Carry and fantasy. Playing on a world map, bonuses. It’s a meme.
guide a primitive people from a rewriting history, is Civ’s basic And then there was that
pre-wheel migratory existence to thrill. Germany invading Poland, other dream feature. Multiplayer.
absolute domination, and/or and continuing west until Japan. It had been tried in the previous
landing a spaceship on Alpha The Aztecs wading up through iteration, but proved unstable and
Centauri. It was beyond ambitious Mexico and holding Canada. difficult to manage. But it showed
– mapping the route from sticks Quietly, though, over the the potential of Civilization
and stones to ICBMs across just a years, the game’s influence waned. multiplayer: long-form games
few hours of game time. That such There were too many sequels: that could last hours – the same
a game didn’t flounder under a Civilization III and Civilization: chasm-deep mechanics, but with
weight of detail was lucky. That it Call To Power. There were too the fragile alliances, backstabbing
worked so well, driving players to many alternatives: the realtime and betrayal of Diplomacy.
a state of catatonic madness, strategy of Age Of Empires made Nothing brings out the inner
spawning the phrase ‘just one Civ look sombre and slow. And dictator, though, like nuclear
more turn’ at the same time, can there wasn’t enough love: Firaxis diplomacy. Players are free to build
only be considered a gaming produced Civ III, but its heart nukes if they wish, transforming
miracle. Why did it drive so many was clearly in Alpha Centauri. the end-game. Bombing a city
players to the point of obsession? And then came number four. starts the Armageddon clock –
Incredibly clear direction, tied to And Civilization was reborn. The and begins raising the Earth’s
immense competition. Civ games had always avoided temperature. Previously fertile
Civ’s timeline is a clearly religion. Too messy. Too offensive. savannah becomes barren; entire
delineated measure of your Choosing a faith was the most cities begin to starve. But nukes
progress; one that clearly marks demanded feature from fans, can be voted out of the game – if
how well you’re doing compared but would always be the most a peaceful player builds the UN.
to your opponents. Got catapults? controversial. How could Firaxis He or she can then call a vote on a
So have the English. Got guns? dare define traits and stereotypes, non-proliferation treaty; each Civ
So have the Aztecs. Got nuclear and convert them into straight receiving a share of the total vote
weapons? So have the French. bonuses? Could it really be as proportional to their population.
It’s about demonstrating clear clumsy as a +3 bonus to peaceful In Civ, nothing quite hurts like a
ownership to players. Civilizations negotiation for Buddhists? nuke. Nothing, that is, but having
become organisms to pet and No. Firaxis’s solution was those same nukes taken away by
coo over. Early towns become inspired. Religion in Civ IV isn’t the nice man from the UN.
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Format PC, PS4, Xbox One Publisher EA Developer DICE Release 2013
Battlefield 4
Battlefield 4 may be an intimidation out of online Frostbite-powered Battlefield:
essential component of any online competitive combat by Bad Company. The tower collapse
FPS player’s ammo box, but it ensuring that even the smallest featured on the Siege of Shanghai
didn’t start with a bang so much contributions help the war effort. map was a key part of the game’s
as a storm of controversy. A Don’t feel you can go toe to toe promo campaign, and no wonder:
launch beset with what at the time with advanced infantry? Hang it makes a big, loud case for
were thought to be server issues back and defend a secured capture DICE’s technology. Taking out the
(although DICE subsequently point, heal teammates, or simply four support pillars of the large
revealed that the problems existed get up high and spot enemies to skyscraper at the centre of the
client-side) certainly attracted mark them for other players – it map brings it crashing down,
attention as EA continued its all helps, and you’ll level up, too. reducing the area below it to a
assault on Activision’s Call Of There are, naturally, plenty wasteland of rubble and sending
Duty series, but for all the wrong of other equally well-populated a vision-obscuring dust cloud
reasons. Amid accusations of a multiplayer modes to try through the surrounding streets.
rushed development schedule, elsewhere. Rush offers a scaled- On Paracel Storm, meanwhile, a
players vented their frustrations down encounter in which an series of islands are caught in the
at a game shot through with bugs, attacking force with limited midst of a gradually intensifying
rendering it unplayable at times. tickets must destroy terminals storm that significantly reduces
Following refinement, though, protected by an unlimited visibility and eventually results in
what eventually emerged was a defending side. Defuse is even the spectacular running aground
masterpiece of virtual warfare. more intimate, offering a of a destroyer. Taken purely as
Battlefield 4 is an ambitious Battlefield: Hardline-like five-vs- spectacle, the appeal of these
leap from the games that preceded five mode on close-quarters maps events diminishes quickly, but
it. Giant, evolving maps host with no respawns. And then there once you’ve played a map enough
64-player matches that rage across are the more specialised modes times to be free of the desire
land, sea and sky in a diverse range added via the game’s numerous to stop and gawp, Levolution
of vehicles. Standing at the edge DLC updates, such as China moments transcend gimmickry
of one of these conflicts can be Rising’s jet-only Air Superiority and become purely strategic.
an awesome experience, one that dogfighting, and Naval Strike’s In that respect, they never get
confidently shrinks the gap Carrier Assault, which sees old as both sides race to turn the
between PC and console players attacking and defending environment to their advantage.
multiplayer standards. aircraft carriers. While traditional In terms of scale and variety,
Conquest remains the strongest deathmatch options exist, they’re Battlefield 4’s multiplayer is
multiplayer offering, and here the by far the least popular, and stand peerless within its genre. Though
larger number of players ups the as extremely rare examples of the its singleplayer campaign is much
frequency of engagements and game choosing not to encourage improved over Battlefield 3’s
increases the opportunities for the particular flavour of team lacklustre offering, it remains a
meaningful cooperative gameplay. play that sets it apart. thin distraction from the main,
There’s rarely a moment when Aside from the new modes assuredly superior online action.
you’ll be on your own, and the and increased scale, Battlefield Battlefield champions strategy,
expertly orchestrated ebb and 4’s other key addition is its teamwork and communication
flow of each battle, as capture unfortunately named Levolution over pure twitch reactions, and
points are taken and lost, mechanic, a device that builds Conquest remains the crowning
encourages even the most solitary on the large-scale destruction achievement of a military shooter
players to buddy up. Battlefield 4 introduced in 2002’s Battlefield that is capable of provoking
is a game that takes the 1942 and refined further by the exhilaration like no other.
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Format GC, Wii Publisher Nintendo Developer Retro Studios Release 2002
Metroid Prime
Ignore the cheery red- of Metroid Prime that truly makes two narratives at work. The other
and-yellow Space Quarterback it a classic. Like Half-Life 2, the one is told in the slow but steady
trappings: Metroid has always been game would rather tell its tale in accumulation of new weapons and
a restless and difficult series, an stone and moss than cutscenes, powers, the legacy of a series that
introvert among the plumbers and speaking most coherently through understands more about rewards
pixies of the Nintendo catalogue. the places that ancient calamity than Microsoft’s Achievement
Serious, complex and unfriendly has left behind. Prime deals in system ever could. In Metroid,
to newcomers, Samus Aran’s archaeology as much as narrative. weapon upgrades are more than
adventures trade in elegant dread The caverns you travel through, just bigger, better toys: they
rather than clear-cut heroics, the long-dead world you explore provide an elegant solution to the
replacing the smiling clouds and with its crumbled buildings and problem of pacing, opening up
summer skies with slimy rocks forgotten purposes, its ancient new areas and new possibilities,
and echoing catacombs. security systems and dormant turning the constant backtracking
The difference is visible on switches, are far more than just into a deliriously exciting treasure
every level: Mario goes left to the setting for a wider story – quest. Gamerpoints are one thing,
right, a breezy sightseer on a they are the story. And it’s a but a morph ball is something
predictable journey. Metroid, surprisingly downbeat one: else: where will you use it? And
however, has always been about a tale of consequences and how? This is a game that needs
heading downwards, boring deeper failures, of decaying remains, you to pay attention, to sit up
into increasingly remote locations. pollution, and the terrible aching straight and take notes, a game
And rather than the chummy, loneliness that follows disaster. that asks you to remember where
ever-expanding cast of the What’s surprising, then, is that you saw that tempting gap you
Mushroom Kingdom or Hyrule, the environments themselves at may now be able to pass through.
Metroid’s lineup is tiny and largely first seem oddly generic. Why get None of this was new to
static. This isn’t about being part excited about another ice level, Metroid Prime, of course, but
of the gang, it’s about quiet, lonely another world of lava and fire? whereas certain iterations of Zelda
toil on the frontiers of space. These have been the stock set- and Mario may feel weighed down
It’s odd, then, that this ageing dressings of videogames since by their cumulative history of
franchise, away from screens for their birth. But in Prime it’s the mechanics and traditions, Prime
almost a decade, should have treatment, the way the game uses uses old tricks not because it has
beaten Mario and Link to become tiny details to create a sense of to, but because it can make them
for many the standout title on isolation, of oppressive weight work; those it can’t use, it ditches
GameCube. But the reason turns above and around you, that makes with little ceremony. On paper,
out to be simple: Metroid Prime is such tired ideas fresh again. It’s drip-feeding and backtracking
all about atmosphere and detail. the smashed computer panels, don’t seem to make for a
That controversial shift to the tumble-down walls, and the particularly thrilling game. But
firstperson, seen as a blunder from terrifying prospect of an empty the results, when they’re as well-
an untested developer, turns out specimen case. Instead of levels, judged and unsentimental as this,
to be a canny move. Rather than Metroid Prime has locations that are both classically traditional and
suggesting a new focus on gunplay, feel real. Instead of enemies, it has utterly revolutionary. Devastation
the change of perspective puts you developed a believable ecosystem, has never been so colourful, lonely
not only into Aran’s helmet but the creatures you fight emerging exploration has seldom been so
straight into her world. And from from the same environment that exhilarating, and a game that rates
the orbiting Space Pirate lab to powers the story. patience and concentration above
the decaying and corrupted planet But, as ever with Metroid, that almost any other virtue has never
interior of Tallon IV, it’s the world perfectly gloomy tale is just one of been so endlessly gripping.
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Format Android, iOS, Mac, PC Publisher Activision Blizzard Developer Blizzard Entertainment Release 2014
66
70
Format 360, PS1 Publisher/developer Konami Release 1997
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Format 360, Mac, PC, PS3, PS4, Vita, Xbox One Publisher/developer Playdead Release 2010
Limbo
Limbo is the go-to gateway you in its story out of fear for intuitive toolset and the physics
game for luring non-gaming your own survival. Fear, as it of mass and gravity it constructs
friends into the habit. It’s easy to happens, that is very well placed. puzzles along a flawless difficulty
label as ‘art’: abstractly beautiful, A boulder careers down a log, curve. It’s almost a pity to step
mournful, eerie and possessed splattering you with surprising out from the forest, malicious and
of deeper themes, even if it’s brutality considering that you’re twisted though it was, because
not obvious what they are. It’s a small child. Later you’re speared the ensuing cityscape is cold and
something you’d be confident by the legs of a giant spider, and uncaring, a shift from carefully
showing off to your grandmother hunted by feral children who’ve set traps and ravenous wildlife
without fear of a hail of gunfire hanged other travellers. Yet you to collapsing steelwork and
or half-naked woman turning up reappear within seconds some electricity. Indifferent, it makes
to reinforce age-old stereotypes. metres back from the point of no concessions for your survival,
And yet it’s an entirely disaster. So it is with all of Limbo’s its rotating industrial hardware
unpretentious game, a puzzle- harrowing puzzles, mechanisms demanding that you remain in
based platformer that resonates and assailants. A successful motion. Death becomes a valuable
even if you don’t mean to engage first attempt on anything more respite in which to process how on
with its implied narrative. dangerous than a rope swing is Earth you got mangled that time.
Limbo’s title screen – a improbable, and Limbo takes sick Then, after instilling in you the
dilapidated treehouse and rotted satisfaction in scattering your reflexes to conquer pacier puzzles,
rope ladder, grainy and indistinct limbs through the undergrowth. Limbo introduces its crowning
in monochrome twilight – tells Its humour is black, your bark of gravity mechanics – switches that
you nothing about what’s coming. laughter at the comprehensiveness must be manipulated mid-flight
Pressing Start is not much more of your death cut short by the to change lethal falls into graceful
illuminating, as points of white realisation that you’re watching orbits around evil circular saws.
light blink into life in a small a kid’s head get popped off. If you’re good, this much
silhouette’s eye sockets, and he But it’s this same repulsive, might take you an hour or so to
stands, bleary, in a grey and relentless funeral march that navigate, every moment of which
unfocused forest glade. Silence makes Limbo so friendly. Limbo is Playdead handles with utmost
echoes; a sucking, gasping, empty eminently accessible, without ever economy. Nothing is extraneous,
noise, punctuated only by your skimping on complexity. Death no empty stretch insignificant;
rustling footsteps. You shuffle strikes hard and often, but it’s each puzzle is one notch tougher
forwards, hesitant to disturb the also instructive, another effortless than before, and every step
stillness… and nothing happens. narrative tie to your running and attempts to tell you something.
This is the drawn-out tension jumping. You respawn without Because Limbo still hasn’t
of a horror game, not the blaze of pause to draw breath, armed with explained what this bleak place
colour and collectibles typically the knowledge of what not to do is. For 60 brooding minutes it’s
associated with platforming. next time. An aficionado may get pulled you along, its scenery,
Limbo still hasn’t told you what’s it on a second attempt; a bemused traps and even – especially – its
happening, which means you’re relative, drawn to Limbo’s pregnant gravity mechanics suggesting that
apprehensive – scared without an opening in a way they can’t fully something deeper is on display
object of fear, indicating the game’s explain, might take 30. It makes than a walk in a dangerous forest.
true mastery of horror. So you no difference – Limbo punishes The opening seconds snare your
begin to overthink. A tiny sailboat often but teaches always. curiosity, but it’s after the credits
on a steel-grey pond? Who left it It has a mere three controls have rolled and the title screen’s
there? Could they be tailing you? (including movement) – run, treehouse reappears that Limbo
Wordless, Limbo has ensnared jump and grab – and from that will begin to haunt you.
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Format Mac, PC, PS4 Publisher/developer Matt Makes Games, Inc Release 2014
Towerfall Ascension
Towerfall Ascension presents you dash at an incoming projectile you take on its waves of tricky
a serious problem: you cannot and automatically pluck it from enemies. It’s a stern test of spatial
afford to blink. Not when that the air, adding it to your limited awareness, keeping track of all the
split second could mean a tiny quiver. It’s a vital addition: while portals spawning in new foes, but
pixel arrow ripping through the air you start with a maximum of only your meagre ration of projectiles
and pinning you to the wall. Not three opponents, you also begin also makes high demands on your
when it could blind you to an with just three arrows. Every other ability to plan and then improvise
opponent dropping through a hole shot you fire, powerups aside, will when it all goes wrong. What’s
in the floor, then warping around rely on you first snatching up the most delightful is how few of the
to one in the ceiling so they can leftovers from previous shots, enemies act like player bots, but
bop you on the head, eliminating whether or not they successfully rather encourage fresh tactical
you as dispassionately as Mario find their targets. approaches to cleanse your palette
dispatches a Goomba. Not when It’s a golden rule, one that sees between deathmatches. Winged
staying stationary is to invite a combatants clash and then rush harpies can fling tornadoes at you,
quick dispatch, either directly by to retreat and scoop up projectiles, and defend themselves from an
your foes or by the hazards built a cycle of tension and release arrow by scrambling the airspace
into these single-screen levels. broken only by being the last one before them, requiring you to
Staying alive long enough to claim standing. Developer Matt Thorson draw out the attack before closing
the crown in one of Ascension’s made Towerfall in an environment quickly for the kill. Reapers,
raucous, anarchic multiplayer where local multiplayer testing meanwhile, will simply bat away
matches is going to require all was on tap – the Indie House in incoming missiles with their
your attention, a little luck, and Vancouver – and it shows in this scythe, unless you can nail them
every last ounce of your skill. mechanical encouragement to with a shot to their undefended
Thank goodness individual rounds scramble, which sees power backs. None of the behaviours
tend to last in the order forever shifting between the arrow are especially complex, but having
of seconds, not minutes. haves and arrow have-nots. It’s to learn the enemy types and plan
Except of course you will still also displayed in the measured a master strategy that allows you
blink. And you will still die. That’s balance and overall leanness of to loop around the arena to refill
inevitable. But while the game’s the multiplayer game. Fall too far your quiver ensures that this
pace is unforgiving and there’s so behind and you’ll be granted a is far more fraught than just
much to keep track of onscreen, bubble shield that can soak up determining target priority
Ascension is not pure carnage. exactly one hit, redressing the and expressing aiming skill.
Rather, it is a game of imposing playing field, while every zone However you play it, then,
yourself on carnage, and provides has its own hazards and powerup Towerfall Ascension is rarely less
a subtle, supple toolset with which arrows to get a feel for. Skill will than frantic, but it is also never
to do so, as well as some sensible out, or at least makes a significant short of engrossing. It may look
limitations. Take the dash, just a difference to the final standings, like another indie game that taps
trigger squeeze away: it operates but Ascension is tuned just so to into the nostalgia of pixels and
in the same eight directions as ensure that novices are always Mario’s headstomp, but these are
aiming, so it can be a double jump learning and it’s rarely too late not crutches. Rather they form a
of sorts or grant you a little hang for a dramatic comeback. framework upon which Thorson
time, but it can also push you Since multiplayer matches are can add his own brand of twisted
downwards, so a skilled player can short, however, you’ll feel the invention, a set of rules and
use it to confound easy sight lines. three-arrow limitation most in ideas honed in the fires of local
You’ll last even longer once you Quest mode, whether you play multiplayer but only fractionally
master the arrow snatch, where solo or invite your friends to help less essential as a solo pursuit.
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Format SNES Publisher Nintendo Developer Ape, HAL Laboratory Release 1994
EarthBound
It must have seemed like and his team that on its current Rather than killing you outright,
a good idea at the time. When path it would take another two potentially fatal blows see your
Nintendo Of America came to years to finish. Iwata, however, HP gauge deplete slowly; defeat
localise Shigesato Itoi’s Mother 2, had another plan: to start afresh, your attacker before it hits zero,
it set aside substantial funds for and complete the job within six or use an item or Psi power to
an extensive promotional months. No prizes for guessing heal, and you’ll survive.
campaign. But the decision to which option Itoi took. Like many of its kind,
mirror the game’s subversive Still, without those hardships, EarthBound is a coming-of-age
tone in its sarcastic slogan – you wonder whether the finished tale, a story of a young adventurer
“This game stinks” – was a EarthBound would be quite the leaving the comfort of his village
mistake. In the US, the game sold same. It’s a game, after all, that to save the world. And yet it could
fewer than half the number of is defined by its differences; not be more different from its
copies that had been shifted in through the ways in which it peers in the telling. This is a
Japan, ensuring both its cult status bucks, subverts or slyly pokes fun heartfelt and deeply human
and astronomical resale value in at genre tropes, and through its story about a boy on the cusp of
the years that followed. Its legend unlikely contrasts of the mundane growing up, keen to demonstrate
grew through enthusiastic word of and the otherworldly. It’s a his independence while still
mouth from the comparative few sideways, satirical look at small- reliant upon the comforts of
who’d played and loved it, until it town Americana with a wonderful family and old friends. Ness will
finally earned a critical reappraisal absurdist streak, presenting you get homesick if he doesn’t call his
two decades on, courtesy of a with baseball bats, cookies and mother often enough, and though
belated Virtual Console release. picnic lunches one moment before his father is more distant, he’s
Yet that was nothing compared inviting you to face off against equally caring, concerned enough
to the troubles it had endured giant roaches, extraterrestrials about his son’s welfare that he’ll
getting made in the first place. and zombie dogs the next. suggest taking a break – before
Itoi, asked by Nintendo to write Not all of its ideas seem as conceding that saving the world
a promotional slogan, took the unorthodox as they once did, might just have to take priority.
opportunity to pitch a game idea though for a JRPG to eschew Itoi said he wanted EarthBound
to Nintendo, which Shigeru random encounters was to break players’ hearts, but it’s
Miyamoto rejected. After an unthinkable at the time. The brisk clear he’s equally keen to make
intervention from then president turn-based combat remains its them laugh. The humour ranges
Hiroshi Yamauchi, who saw most conventional element, but from observational to surrealist,
creative value in the fresh even this has its unique wrinkles. and it’s this strange blend of
approach of an outsider, a Recognising that combat against the familiar and the bizarre that
sheepish Miyamoto was asked to low-level opponents was makes the game’s world so alive.
call Itoi and accept his game idea, essentially meaningless in other Masterfully blending humour
simply titled Mother. It was a RPGs, Itoi introduced the idea and pathos, EarthBound has a
success in Japan and a sequel was of weak enemies running away timeless appeal – a good job, too,
quickly greenlit. But four years from you; catch them and you’ll given that some people had to wait
into development, EarthBound still automatically gain the XP you’d nearly 20 years to play it. Still, if
wasn’t working. The graphics, normally earn from fighting them. that delay was hard to excuse, we
sound and game scenario were all And though players still had to should offer thanks to those two
but complete, but the individual endure the common frustration late Nintendo presidents to whom
pieces couldn’t be connected. of moves failing to connect, Itoi it owes its existence. It may not be
Enter Satoru Iwata, then president wanted to avoid parties being quite as fresh as it was in 1994, but
of HAL Laboratory, who told Itoi wiped out at a single stroke. the game certainly doesn’t stink.
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Format PC, PS4, Xbox One Publisher Warner Bros Developer Rocksteady Release 2015
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Format PC, PS4 Publisher/Developer Supergiant Games Release 2014
Transistor
There’s a fundamental flaw out into the distance, and you’re Well, almost alone. When she
in the traditional RPG levelling free to cue up a string of moves comes to, there’s a talking sword
system. When you peruse the unhindered; press R2 again and by her side. While Transistor
talent tree and ponder what to Red enacts the plan before the shares many similarities with
spend your newly acquired skill enemy knows what’s hit them. developer Supergiant’s debut
point on, you’re not really making Early on, the balance of power game Bastion – both are isometric
that much of a decision. You’re seems to be tipped firmly in action-RPGs full of artistic flair
not choosing what you want to be, your favour, but the enemy threat – what really unites the two is
so much as what you want to be ramps up quickly and significantly, voice actor Logan Cunningham.
right now – you might go for more and mistakes are heavily punished. In Bastion he was the narrator
health this time, but in another When your health bar’s depleted, but here he’s an integral part of
hour or two you’ll be back at the you don’t die straight away but the world, and the game. As in
skill screen, buffing up the stat lose access to one of your moves. Bastion, he’s there to tell the story
you chose to ignore earlier. Battles are tense, despite the and comment on events, speaking
Transistor’s a little different. This ability to pause time and plan out equally on behalf of Supergiant’s
is no 60-hour epic, where another a combo that ends with a dash to writers and you the player. But
skill point can be earned by safe ground; the gentle pace of he is also speaking for Red, who
spending a few hours crossing Turn mode is punctuated by a wakes up having lost the ability
entries off your quest log. This fraught few seconds of hunkering to talk. He’s a character in his
tight, focused, story-driven RPG down behind destructible cover, own right, too, the soul of a
bombards you with options when waiting in realtime for your dead man trapped in the hilt
you level up. There is simply no cooldowns to recharge. of the sword that killed him,
time to pick them all, at least not The setting is Cloudbank, understandably keen to find
in a single playthrough. As you a retro-futurist city that fuses out what the hell is going on.
level up, you can pick one of a the art of Gustav Klimt and Syd He won’t tell you the whole
choice of two different moves, Mead, and the fashion of the story by himself, however: to
or you can unlock an extra Passive 1920s with the technology of tease that out you’ll need to
slot (providing a permanent buff the future. One minute you’re burrow deep into the game’s
to protagonist Red), or an Upgrade watching as Red, a singer by trade, interface, poring over terminal
subfunction (which changes the sings a sultry torch number; the screens and item descriptions,
effect of one of your existing next you’re voting on tomorrow’s even maxing out the upgrades
moveset). Alternatively, you can weather conditions at a streetside on your attacks – a sprawling
increase your Memory, which computer terminal. It’s all run by job that will require multiple
governs how much you can equip. the Camerata, a shady Illuminati- playthroughs to complete.
That may suggest Transistor style group that recruits the great Cunningham may be the
is a turn-based game, but that’s and the good – athletes, business most recognisable piece of
only half the truth. You can play leaders, celebrities, and so on – connective tissue between
it entirely in realtime if you want, to put a presentable face on its Supergiant’s games, but the real
zipping in and out of cover and clearly dubious intentions. stars are the men and women
managing cooldowns on the Cloudbank is a world of stark behind the scenes. In the space
attacks mapped to the four face contrasts that remains coherent of just two releases they marked
buttons. Just don’t expect a throughout, as you piece together their studio out as one of the
smooth ride. Instead, we advise the mystery behind Red waking very best in the business, indie
a squeeze of the right trigger, up alone in what was once a or otherwise, making polished,
which activates Turn mode. The throbbing metropolis but is deep, stylish games that belie
battle freezes, the music filters now a ghost town. their meagre headcount.
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64
Format Various Publisher/developer Various Release 1991
Puyo Puyo
Puyo Puyo was created in is that different AI opponents arrangements that, with the right
1991 but wasn’t released outside play with different styles and timing and the right pair of puyos,
its native Japan until it was strategies). The essence of the will rain down a screenful of grief
repackaged a few years later as head-to-head structure is that it’s on to your unwitting opponent.
Mega Drive game Dr Robotnik’s possible to send over colourless The game offers the ultimate in
Mean Bean Machine and then puyos to fill up your opponent’s high-risk reward: to play well you
SNES title Kirby’s Ghost Trap. screen (called, depending on who’s need to throw off the shackles of
Even then, it took a while to calling them, nuisance puyos, or conservatism, and toss caution to
impress European and American garbage puyos, or ojyama). You do the wind, with confidence in your
audiences due to the slow-burning that by arranging your puyos into brain’s ability to quickly make
charm of its subtle complexities, blocks of more than four, or by sense of the rapidly filling play
and it still struggles to achieve the setting up combos by arranging area. You’ll need to let your puyos
acclaim it merits, often considered them into blocks that disappear pile up, with carefully controlled
by critics to be little more than a to allow the puyos above them to precision, until your screen is
poor man’s Tetris clone. form another group. nearly full. At this point, to
That’s partly because those Those are the cold, hard, facts. anyone who thinks the game is
critics can’t see through the But, as ever, they fail to do justice just another Tetris clone, your
superficial resemblance to games to the infectious zeal with which screen will appear on the verge
such as Tetris and various other Puyo Puyo will take over your of collapse. But actually, you’ll be
vertical puzzlers such as Dr Mario mind. It’s the sort of game that waiting for the right moment, and
or Columns. Like those games, leaves an imprint on your eyes – the right pair of puyos, to unlock
Puyo Puyo is played out on a grid, and on your consciousness – long the whole thing – to drag deadly
which gradually fills up with after you’ve played it. Just when order out of the chaos, to set in
coloured blocks that descend from you think you’re beginning to motion a cascade of combos, and
the top of the screen, and it’s the escape its clutches, you’ll find it to clear your screen while filling
player’s job to keep clearing the demanding that you try just once your opponent’s.
screen by assembling the coloured more to trigger another deeply It’s a perfect formula that has,
blocks into groups. In this case the satisfying cascading combination essentially, remained intact across
coloured blocks, or puyos, are to wreck your opponent’s carefully countless sequels and spinoffs
actually coloured blobs, which constructed plans. that have graced just about every
drop down the screen in pairs, At first you’ll play it like any major (and minor) hardware
with a jaunty wobble and staring other vertical puzzle game, taking platform. Indeed, it’s difficult to
eyes that straddle the chasm tentative steps, trying to make alight upon a single definitive
between unsettling and charming. sense of the chaotic collection of version of the game, but Puyo Pop
The basic object of the game is coloured blobs. You’ll patiently try Fever (Puyo Puyo Fever in Japan)
to rotate and steer them so as to to clear your screen piecemeal is a good place to start for the
assemble groups of four or more until, gradually, your brain will uninitiated. While its carefully
blobs of the same colour, which start to register the vertical scope polished visuals lack the pixelly
then disappear, allowing any blobs of the playfield and its capacity to charms of early versions of the
above them to drop down. This conceal successive combinations. game, it contains more modes
provides the basis of one slight And finally you’ll have that than you’ll ever need, including
difference from Tetris, but the moment of realisation when your the masterful addition of the fever
main twist is that the game takes brain at last makes sense of the mode (which introduces a beat-
the form of a twoplayer head-to- game’s dizzying scope and you ’em-up-style special attack) and a
head competition (indeed, part of start filling up your screen with clutch of even cuter characters. A
the game’s appeal in singleplayer potentially lethal shapes and poor man’s Tetris clone? Hardly.
80
63
Format iOS, PC Publisher/developer Subset Games Release 2014
82
62
Format Vita Publisher/developer Atlus Release 2012
Persona 4 Golden
The problem with PS Vita, stop and a long-haul flight is meaning down here, or that the
like PSP before it, is that players that everything you do, however tone changes very much. Knock
and developers alike looked at its brief, has a purpose. Hard all enemies onto the floor, for
processing capacity and traditional work improves your stats, while instance, and your party can join
controls and decided it was the time spent with other people forces for a devastating team
perfect home for console games, strengthens the bond – or Social attack that sees you all charge in
instead of handheld ones. Only Link, as the game has it – between for a pile-on, the odd fist and foot
when it was too late would it the two of you. sticking out of the cartoon cloud
become apparent that Vita was It’s classic JRPG narrative of dust that kicks up around the
not quite capable of the graphical design, a gentle cultural fray. One of your number,
excesses players expect from brainwashing about the benefits meanwhile, fights with a fold-up
big‑budget, big-screen games. Its of working hard and being nice chair. And it’s here that those
fiddly little sticks lack the fine to those around you. Yet here, set Social Links you’ve been working
control of a DualShock, and its to the backdrop of a high-school on during the day come into their
rear touch panels are no substitute comedy, it’s tremendously own, because they enable you to
for a proper set of triggers. effective. You’re not just studying form, or ‘fuse’, more powerful
Some of Vita’s worst games for a Knowledge boost; you’ve got Personas, the god‑like beings
are console ports; some are Vita mid-terms coming up. You’re not that you summon for damaging
exclusives that try, and fail, to only being a good person because magical attacks.
replicate the scale and feel of a of the game’s mechanics, but also As if high school wasn’t
console release. Persona 4 Golden because high school is no place for complicated enough, right? By day
is the exception to the rule, a the friendless, and good Inaba your expanding group of friends
console port that’s perfectly girls don’t go for bad guys. wrestle with the realities of
suited to portable play, and one This peaceful little town is in teenage life – coming to terms
of the best games available for the grip of a murder mystery. It with their sexuality, fretting about
Sony’s handheld. Indeed, Vita rains for a few days, fog settles their miserable love lives, and
is in many ways a more natural over the town, and someone goes dealing with the death of a close
fit for this colossal Japanese missing and will turn up dead relative. One minute you’re
roleplaying game than its original unless you do something about it. consoling a pal about their
home of PS2. While it certainly And by something, we mean enter reluctance to take over the family
can be devoured in long sittings, a shadow world by jumping business when they graduate,
it’s ideal for bite-sized play, too. through a TV screen at the local the next you’re smacking a
Set in the sleepy Japanese town department store. This, as you demon in the face with a desk.
of Inaba, Persona 4 Golden takes might have guessed, is where Fifty hours or so later the
place across a full academic year Persona 4 Golden gets weird. It’s credits will roll, but you won’t
at the local high school. Days are here you’ll meet Teddy, a spirit be done; perhaps you’ll revert to
broken up into brief, discrete taking the form of a man-sized an earlier save to get a better one
chunks – perhaps a conversation cartoon bear who lusts awkwardly of the game’s multiple endings,
with a pal on the walk in, a pop after girls and does a fine line in or start all over again on a min-
quiz in the classroom, lunch with ursine wordplay. It’s also the point maxing Persona fusion mission.
a love interest on the roof, and at which the game takes a sharp It’s an odd place, certainly, but
then off to some after-school left turn in its mechanics, going one that’s always worth a visit,
clubs before spending the evening from knockabout teen flick to regardless of whether you’re there
studying or tending the garden. turn-based dungeon crawler. for a short trip or a long stay.
The reason the game is equally Which is not to say that your This is Persona 4 Golden, and
suited to five minutes at the bus actions in the real world lack there’s nothing quite like it.
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61
Format 360, PC, PS3 Publisher EA Developer BioWare Release 2010
Mass Effect 2
Disregard what came Miranda and engineered-upon everything you’ve worked for will
before. Forget what came after. wild child Jack share just enough only endure with the right calls.
Somewhere between the high- overlap to thoroughly get on each Then there’s the shooting
concept opening and the high- other’s nerves. Bringing on board leading up to that desperate last
profile ending lies an almost- a self-contained Geth hive mind stand. Inevitably, Shepard won’t
perfect slice of the reasons why was never going to be popular be able to talk the Normandy
the Mass Effect series is still one with Tali, whose people have been SR-2’s expanding ship’s manifest
of the biggest names in sci-fi hounded across the stars by their of volatile personalities out of
roleplaying. It spectacularly avoids creations. You’ll have to stabilise every situation, or even most of
mid-trilogy sag by jettisoning this volatile mixture if you are to them, but it’s hard to care, since
into space – quite literally – a harness its explosive power to BioWare made warmongering so
great deal of what didn’t work defeat a new threat: the colonist- viable and entertaining. While it
from the first game, and acting abducting Collectors. builds on the thirdperson cover
like a third part was in no way a How you do that is just as shooter template of Gears Of War,
given, allowing for a standalone important as why. Mass Effect 2’s Mass Effect 2 augments it with a
second act of uncommon loyalty missions are an antidote to host of powerful biotic abilities
coherence and character. reams of weightless fetchquests, that blow up the possibility space.
The game’s Whedon-esque providing chunky optional side Enemy cowering in cover? No
touch with an ensemble cast is stories that dig deep into your problem: summon a black hole to
primarily responsible for the crew members’ sordid pasts or dislodge them. Want to get in
latter, a likeable bunch of fractured current problems. Not only do shotgun range without dying?
misfits once again drawn together they round out the characters and Pick a foe and dash across No
to save the world. It is also your provide wonderful space for their Man’s Land wreathed in blue fire,
expanded crew from which the development, they make you slamming your target backwards
game draws most of its structure, central to it. It’s ideal sustenance and leaving them vulnerable to a
becoming a sort of intergalactic for the roleplayer, but it also buckshot follow-up. And while
Blues Brothers as you hop from allows BioWare to introduce more Shepard cannot carry every power
planet to space station putting the shades of morality to underpin its into battle, your pick of squad
band back together on a mission binary Paragon or Renegade paths. mates and as much control over
from a man who’s playing God. How you navigate these difficult them as you’d like means you’ll
It’s a glorious excuse to freewheel choices matters, and it matters not rarely be short a tactical option.
across the galaxy, but – more because it affects some distant While that combat has aged a
importantly for an RPG – it also apocalypse, but because it will little in six years, it has lost none
puts the emphasis squarely on the impact the lives of a group of of its vicious punch, and the
people loosely gathered under people you’ve grown to care about. enduring core of human nature
your take on Shepard’s command. The perilous final mission, being explored through distorted
And what a group BioWare meanwhile, makes drama of these mirrors with tentacle hair and
can conjure when it’s on form. handspun threads of attachment reptilian faces is timeless.
The best of Mass Effect 1 carry by threatening to snap them, with Disregard what came before.
over – plus Kaiden, if you saved death a very real possibility for Forget what came after. You don’t
him – which means more quality your crew, and loyalty only a need either to enter the fires of
time with Garrus, Tali, Wrex and measure of protection. Of course, Hell with a ship full of nuanced
Joker. But it’s the new additions you’re told the stakes are high, too crewmates, or to emerge having
who make for such a beguilingly – this is a videogame ending, after formed some of the most powerful
unstable mix of personalities. The all – but that rings a little less attachments to be forged in
engineered-to-be-perfection hollow when you know that videogames – online or off.
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60
Format PS2, PS3, Wii Publisher Capcom Developer Clover Studio Release 2006
Okami
Okami owes its unique balancing act and still manage to pastoral art and its demon-
existence to Capcom’s decision, be funny, challenging and beautiful infested polytheistic folklore.
in 2004, to stir up a climate of almost beyond belief. Presenting all these ideas as a
innovation within the company. It The graphical achievements of paintbrush-plus-Zelda-mixed-
did this by forming Clover Studio some games are easy to eulogise, with-wolf-god tale provides
from some of its most proven and Okami is one such title, but encouragement for games to draw
talents, including Atsushi Inaba in this instance visual excellence on far wider ranges of influence
(Devil May Cry, Steel Battalion), is much more of a stylistic than than they have in the past. But the
Shinji Mikami (Resident Evil) and technical accomplishment. charm of this peculiar recipe isn’t
Hideki Kamiya (Devil May Cry). Themed by traditional Japanese simply in its processing of esoteric
Its defining production would be watercolours, cel-shaded and influences, it’s also in the ease and
an action adventure based on flowing, and filtered through a flow, the slow but steady pace that
traditional Japanese watercolour parchment, it is as if the entire keeps its ideas arriving. There’s
painting and aspects of Shinto, game is drawn on a canvas or always another sword-wielding
the ancient Japanese religion. printed with carved wood mouse (appearing as a mouse-
Okami’s central character is a blocks. It is the kind of vision, wielding sword) descending from
silent wolf goddess, Ameratsu, perhaps, that Sony may have been the heavens, and there’s always
inspired by the Shinto god of the hoping for when it optimistically another battle inside a storm of
same name, and she’s guided named its PlayStation 2’s CPU calligraphic ideograms. Okami
through the mythic settings by an ‘Emotion Engine’. makes all this seem natural and,
inch-tall artist dressed as a bug. The sheer range Okami is more importantly, enjoyable.
The tiny companion is both comic capable of suggests a palette that There are complaints about
relief and the narrator of the tale, other games only dream of, and Okami, too – that there is too
while their quest to free Japan Clover refuses to concede on much text, that the game is too
from evil spirits is the motor for visual wealth at any point. The easy, that the camera is clunky,
some unique and challenging game terrifying organic immensity of that the freeze-frame-and-paint
design concepts. Okami’s most the Spider Queen includes an powers are too difficult to
notable innovation is ‘The incidental special effect that is manipulate. But the privilege
Celestial Brush’, allowing you to as stunning as it is fleeting, and of playing a game that is so
freeze a scene into a sepia-tinted the game is happy to produce persuasive in so many other ways
parchment, which can then be such touches on a routine basis. is enough to render such issues
painted upon with the calligraphic Tidal waves of magically ignited redundant, or at the very least
tool. The symbol drawn (such as fauna and exploding blossom; digestible. Okami is too special
a line, a circle, or a series of dots) communes with forest animals; to be cast aside that way.
will dictate the power used: the grim spookiness of the cursed The subsequent dissolution
players mend collapsed bridges, zones, whose enemies stalk the of Clover Studio led some
chop down trees, bring dead lands as haunted scrolls or commentators to argue that
valleys to life, and cage enemies tapestries (bad spirits, banjo- Okami represents a prime example
with plumes of bamboo – all wielding demons waiting to be of how unusual game design
with a twist of the brush. tripped) – Okami is pumped up cannot make money in today’s
This system creates some lavish with invention and charm, ready climate. But perhaps we should
visual effects and exhilarating to burst open as you play. be less concerned about how
puzzles, but Okami’s ease of What excited many Okami Okami represents the failure
play makes it both massively enthusiasts is the way the game of innovation, and instead be
imaginative and easily grasped. reinterprets traditional Japanese thankful that such an artful and
Few games pull off this kind of themes and ideas, with both its elegant game came to exist at all.
88
59
Format PC Publisher/developer Galactic Cafe Release 2013
90
58
Format 360, Mac, PC, PS3 Publisher 2K Developer Firaxis Release 2012
92
57
Format 3DS Publisher Nintendo Developer Capcom Release 2015
94
56
Format PC, PS4, Xbox One Publisher/developer CD Projekt Release 2015
96
55
Format PC, PS3, PS4, 360, Xbox One Publisher/developer Ubisoft Release 2014
Far Cry 4
Far Cry 4 brings out the worst long, and such is the nature of local hostages to rescue, quadbike
in you. It has you scouring the this cruel land that it probably races to win, and so on. There’s
map for information on where wouldn’t have lasted anyway. even a Horde-style mode with
a certain species of passive local At least it went out fighting. challenges for every weapon in
wildlife is most likely to roam, so The setting is Kyrat, a fictional the game, which plays out in front
you can kill every single one you Himalayan nation under the of a baying crowd. There are
locate. You’ll find yourself lobbing control of the despotic Pagan Min, quest-givers aplenty, too, and
bait over a wall to lure a tiger into whose distaste for the quiet life they’re a rum bunch – a tribal
a village, then sitting back and is made abundantly clear by his warlord turned born-again arms
watching as it tears everyone peroxide shock of hair, his dealer, a haute-couture fashion
inside limb from limb. You’ll set sparkly pink suit, his rampaging, designer, and Yogi and Reggie, a
a fire in woodland, stand back and bloodthirsty army, and the 50-foot pair of stoner backpackers who
let it spread, just to watch the golden statue of him that looms pump you full of hallucinogens
world burn. It’s the kind of game large over the land from his hilltop and send you out hunting tigers.
where you jump on the back of an fortress. He’s bonkers, then, and a The game’s main draw,
elephant, make it smash through nasty piece of work – and he’s got however, are its outposts, the
a heavy set of doors, steer it it in for protagonist Ajay Ghale, a little settlements and factories
through an intense gunfight, and Kyrati raised in the United States under Min’s control that can be
then with barely a shrug watch it who returns to the place of his approached from any direction and
die under helicopter fire. They say birth to scatter his mother’s in any number of ways, from silent
videogames desensitise you to ashes but quickly finds himself to loud and anywhere in between.
violence. Piffle. You’re well aware wingsuiting away from a burning They’re playable in co-op, too –
of what you’re doing. It’s just village with a smoking RPG on his and if you thought Far Cry 4 was
such tremendous fun. back. Min used to have a bit of a crazy enough on your own, you
There is, at least, justification thing for Ghale’s mother, who should see the state of the place
for all this bloodlust. Wildlife, shunned his advances, took up when two like-minded headcases
for instance, powers Far Cry 4’s with his dad and founded a are running about the place. On
crafting system: ludicrous though resistance army to rise up against PS3 and PS4, your partner needn’t
it may be that you need four rhino him. You suspect Min’s not taken even own the game, since each
hides to make a bigger bag for it terribly well, but he presents a copy comes with ten invites for
your explosives, if that’s what the friendly enough veneer, popping two-hour co-op sessions.
menu screen’s telling you to do, up on your radio to congratulate It’s a strange sort of game in
you’re not about to argue. The you on your latest killing spree a series that, two instalments
tiger you suckered into slaughter against the militia. After Far Cry earlier, riddled you with malaria
with some morsels from your bait 3’s exploration of the darker side and gave you guns that jammed
bag helps you clear out an outpost, of insanity, Min is a much better and broke in the harsh African
pushing back the local militia and fit for a series that enables such desert. But Far Cry 4 is the work
returning it to its rightful owners. a cheery brand of widespread of a studio that understands the
The fire? Taking out a drug wanton destruction. way players approach open worlds.
operation, though we’ll admit to Far Cry 4 is a Ubisoft game, Given the tools, sooner or later we
doing it on our downtime more which means it is bound by will all cause chaos. You might as
than once because Far Cry 4’s fire certain conventions. You scale well let us do so in a world that
tech is excellent. And the rickety towers to re-establish not only enables it, but justifies,
elephant… well, you do feel bad radio comms, and fill the regional rewards, and even celebrates it.
about that for a bit, but it’ll map with icons. Distractions are You blew up a rhino? Good for
respawn back up the hill before everywhere: collectibles to find, you. Here, have a bigger backpack.
98
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Format PC, PS4, Xbox One Publisher EA Developer Respawn Entertainment Release 2016
Titanfall 2
Titanfall 2 is a shooter in groups of armed guards or huge, that your wrist-worn time-travel
which the guns frequently feel like lizards to fight. There have been gadget will be a permanent fixture.
an afterthought. There is majesty hints before this – the preceding But finish the chapter and it’s
in the weapon design, don’t get us level had you navigating the walls gone, never to be seen again.
wrong: the Double Take, which of in-production prefab houses on After all that, the multiplayer
switches between shotgun and a factory assembly line – but this can’t help but disappoint – if only
sniper rifle with a button press, is the point at which Titanfall 2 because it is a refinement of what
is proof enough of that. It’s just really kicks into gear, and becomes came before it, rather than a
that Respawn Entertainment so much more than just a shooter. reinvention. Yet the ideas that
seems oddly disinterested in Now it’s a puzzle game played at made the original Titanfall a
following the conventions of the 60 miles per hour, surrounded by fixture in the pages of this edition
firstperson shooter. This is, by enemies in two timelines who are every bit as effective in
turns, a platform game, a puzzle would like to see you dead. Titanfall 2, even if they have lost
game and a rollercoaster, in which Despite all the destructive a little of their lustre since.
you also happen to blow up and ordnance at your fingertips, AI-controlled mobs still patrol the
kill a bunch of things using guns. Titanfall 2 is a game of delicate online arena, providing willing
The original Titanfall, released pace. One minute you’re rushing cannon fodder for lesser-skilled
in 2013, was much loved – but it forward at speed, destroying a players. Your pilot’s high mobility
was also criticised for its lack of horde of robots with a shotgun; means that simply getting around
a traditional singleplayer mode. the next you’re experimenting is a pleasure, and when you die
In Titanfall 2, Respawn makes with a series of rotating platforms, you’re rarely more than a hop, skip
reparations in astonishing style. trying to plot a course through and wall run from being back in
The highlight is Effect And Cause, them, knowing where you need to the thick of it. Titans, meanwhile,
which sits – deliberately, we go, but unsure of how to get there. play the role of the COD killstreak,
assume – right in the middle of The next you’ll be cannonballing but instead of being the sole
the campaign, the fifth level of through the sky, headed for a boss preserve of high-level players, here
nine. It is Titanfall 2’s beating fight on top of a flying jet. Then everyone gets a turn. Titans are
heart. By now you’ve just about there’s the Titan, itself a pacing linked to a timer, which can be
got to grips with the game’s device, a powerfully destructive reduced by racking up kills.
moveset: its sprint, double jump, reward for a job well done, but also The online component is, as
wall run and mantle. You’ve got a sign of a designer moving the with any shooter, a matter of taste,
your head around controlling your goalposts, abandoning the pilot’s and of no little persistence. But
pilot’s Titan mech, too. Perhaps nippy mobility and making you Titanfall 2’s campaign is among
you’re on the edge of wondering think in terms of a slower form the best in its class, a beautifully
whether that slender toolset can the size of a two-bedroom house. paced, cleverly designed and
keep you engaged, tested and How bizarre that this should be quietly transformative take on
invested until the credits roll. published by Electronic Arts, a the singleplayer shooter. When
So Respawn puts you inside company whose business is built Respawn’s founders made COD4,
a ruined military facility, then on granular iteration on an annual their template was borrowed en
equips you with a device that, at theme. At times, Titanfall 2 feels masse; suddenly every shooter
the tap of a button, rewinds time more like a Nintendo game than around was a tight, six-hour
to before the building was in an EA one, with its procession of rollercoaster of linear, scripted
tatters. Laser forcefields that are novel ideas introduced, explored bombast. That won’t happen with
absent in one timeline are present to the fullest and then cast aside. Titanfall 2, but it’s a compliment,
in the other; likewise whirling fan When Effect And Cause shows rather than a slur. Class like this
blades, walls to run along, and you its hand, you naturally assume isn’t easy to copy.
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Format PC, PS4, Xbox One Developer Id Software Publisher Bethesda Softworks Release 2016
Doom
It’s probably the clearest system that will keep you alive Rubik’s Cube combat into a
evidence of Doom’s economy, for many hours to come. brand-new configuration. Indeed,
focus and confidence of execution And after five minutes you’ve between the ever-shifting
that for all the ceaseless, giddy, claimed your first real victory, demands of its level design, the
nourishing escalation of its massacring a small arena’s many interlocking strategies
lengthy campaign, the foundations worth of rampaging Imps, their afforded by player-defined weapon
of all of its greatest, most heady comparative ferocity forcing you mods, and the multiple, creatively
joys are laid out within the first to reconsider your surroundings themed challenge rooms hidden
five minutes. By the time the via constant, creative reuses of throughout, Doom feels intent on
prologue’s climactic, expository space, just as their penchant for being the most complete, eclectic
dialogue gives way to a defiant unpredictable retreat teaches you expression and exploration of FPS
cock of an already battle-worn that the only way forward, truly, is fundamentals as possible.
shotgun, Doom has shown its hand forward. And then a shotgun cock. But for all of Id’s insightful
and made its pledges. And all will And a riff. And that title card. tweaks and nudges, it’s always
be delivered with furious gusto. This, for all of its modernity, the player who is the real catalyst.
Ten seconds in, you’ve already is unmistakably Doom, a game All too rarely has an FPS felt so
punched a zombie into Hell- intent on celebrating and elevating alive in its systemic relationships,
spawned moussaka, and begun the original FPS principles of so entirely aware of the player’s
filling several more with pistol purposeful movement, rapidly presence. Doom might heap fiery
rounds. Twenty seconds, and evolving spatial strategies and spectacle by the meaty bucketload,
you’re becoming adept in the art thoughtful, extravagant, micro- but it’s fuelled by an intimacy
of Doom’s smooth, whirling, managed slaughter with exactly conspicuous by its frequent
perpetual movement, the the same drive and tenacity as absence in the genre, ironic
behaviour of a handful of lowest- the game of the same name that given the supposed purpose of
level monsters focused into a established them in 1993. firstperson-perspective play.
small room serving as instinctive But for all of its spiritual Doom has no such problems.
training in the ways of close-up, authenticity, evolution is this Whether by cleverly curated arena
duck-and-dive combat. Already, Doom’s key tenet. Not for a design or the dynamic, emergent
the rhythmic ebb and flow of moment does it coast, or allow the opportunity that lives within,
attack and evasion makes the same crime of the player. Doom there’s always an uncanny sense
skirmish area feel like a dancefloor. delights in its systems, revels in that when you play with Doom,
Sixty seconds, and you, as their robustness and the Doom is playing back. It pushes
Doomguy, have smashed aside a malleability afforded by their back, in fact. But never to
communications monitor the strength. Between the chessboard dishearten, or oppress more
moment it told of anything of its enemy AI classes, and the than necessary. Rather, Doom
beyond the solely important many varied lockpicks of its understands that in an FPS
business of killing demons as ingenious and gratifying weapon- environment so rich and layered,
aggressively and stylishly as set, every element of Doom’s the real fun comes when the player
possible. At the two-minute warzone has resonant purpose, gets to play with every toy in the
mark, you stand momentarily each capable of changing the box simultaneously. And thus it
alone – if not knee-deep in the flow of the vibrant combat ensures you’re always pushed to
dead then at least with soggy ecosystem at a moment’s notice. your limits, but never beyond.
ankles – having cleared a corridor It takes only some canny Always surfing the peak of a
with your bare hands to learn the architectural design or the right never-breaking wave. One made
risks and rewards of the ingenious, demon spawned in the wrong entirely of blood, naturally,
health-imbuing Glory Kill melee place to whirl the faces of Doom’s but majestic nonetheless.
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Format 360, PC, PS4, Xbox One Publisher Ubisoft Developer RedLynx Release 2014
Trials Fusion
You could pick any Trials requires mastery of all manner of just get through a course without
game – bar 2016’s Blood Dragon- advanced techniques including touching any yellow objects.
branded spinoff – and have a great bunny hopping, fine control on Challenges ensure there’s always
time. But if we were marooned on extremely steep surfaces, and something else to do when you’ve
a desert island with just a console, tricky landings. Fusion explains had enough of banging your head
TV, power supply and a broadband these physics-based manoeuvres against the Extreme tracks wall,
connection that was for some in more detail than before (to and cleverly change the character
reason restricted to side-scrolling bunny hop, shift your weight back of courses you already know well.
motorbike games, we’d choose then forward while accelerating; Once you’ve run out of levels,
Fusion. The 2014 title is the series’ land jumps with the back wheel there’s the track editor and online
best, despite adding a few ideas and stab the accelerator gently to community to dip into. The editor
that don’t quite chime with the stabilise yourself), making the is vastly upgraded from Evolution’s,
brilliance of the core platforming. game considerably less daunting offering thousands more objects, a
For that’s what Trials is. You for newcomers. Don’t expect to suite of tools for animation, logic
may negotiate each level astride a ace the Extreme tracks first time, and other ingredients to make
motorbike (or occasionally a quad however – Trials’ signature anything you want – a tricky
bike, and even a unicorn), but creations are more fiendishly course to negotiate, or a fleshed-
Trials shares more of its DNA with difficult than ever, and will keep out firstperson shooter. Player
Mario than with Excitebike. The you going for a long while. creations – which now number in
way the bike moves across the Fusion also introduces a couple the millions – are curated through
ground, the meaty bounce of its of new features. The quad bikes a number of feeds in Track
suspension, and the way you can switch up the standard two-wheel Central, Fusion’s online portal.
shift your rider’s weight give the acrobatics with something more Fusion features several online
game a wonderfully unfettered torquey, offering a more forgiving and local multiplayer modes,
tactility that makes you forget ride ideal for less experienced but competing asymmetrically
you’re holding a controller. players. It’s a bit odd that they’re remains Trials’ most thrilling
Of course, that great handling introduced halfway through the aspect. Seeing a ghost of friends’
would only go so far without some singleplayer campaign, but they do best runs just ahead of you on the
undulating terrain to hop across, add variety. The new FMX tracks, track is powerful motivation to
and Trials Fusion delivers the most meanwhile, require you to pull off shave a few more hundredths of
coherent and satisfying selection gravity-defying tricks on special a second off your own best time,
of Trials tracks yet. It may not undulating courses. Control here and Fusion’s built-in notification
have the thematic and aesthetic isn’t as tight as in the game system ensures that competition
variation of its predecessor, Trials proper, but there’s silly fun to be remains fierce. As in Evolution,
Evolution (though the first season had tossing your rider around. you can also watch replays of your
of DLC added a large range of Fusion wouldn’t be a proper friends’ runs (or the world’s best
more fantastical creations), but it Trials game without secrets and a players, if they’re not one and the
offers a difficulty curve as well macabre, odd sense of humour. As same) to gather tips on how to
balanced as any good rider, and well as the expected shortcuts and improve your own performance.
some of the most enjoyable hidden squirrels, RedLynx has Fusion’s mix of perfectly tuned
obstacles Trials has to offer. included three bonus challenges handling, skill-based learning
The smooth difficulty curve is on each track. You might have to curve, and constant compulsion to
in part thanks to Fusion’s in-depth make it through a course with chase medals and bragging rights
tutorials. Make no mistake, the your controls reversed or with a makes it the kind of game you’re
Trials series is a brutally difficult giant ball and chain attached to thinking about playing even when
set of games, and high-level play the back of your bike, or perhaps you’re busy doing something else.
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Format Mac, PC, PS4 Publisher/developer Messhof Release 2014
Nidhogg
The two swordsmen stand the sword from their hands. swords several times before
motionless upon the field of Nidhogg is not a solo pursuit. the next priority is decided.
battle, a field soaked with the The game’s simple brilliance is Halo designer Jaime Griesemer
pixellated blood of their conflict. that it also isn’t about fighting. once spoke of 30 seconds of fun
They are blocky, eye-wateringly Not really. It’s about reading your that morphs with context to
neon figures, two unblemished opponent, learning their plays, stretch out into a game. Nidhogg,
white swords levelled in readiness and surprising them by becoming despite having only a handful of
for the coming clash. The beat unpredictable yourself. It’s sport maps, sees that 30 and condenses
pulses, and as if by unspoken more than violence, just a rather it down to sweaty-palmed five-
accord both break into a charge. abstractly bloody one. Die and second mie poses that, thanks to
Beat. A sword is flung. Beat. The you’ll respawn in seconds. There’s the context of an ever-shifting
orange fighter rolls beneath it. no limit to your lives. But what human opponent, rarely feel the
Beat. The air fills with raining you’ve given away with each loss, same twice. The only easy matches
yellow pixels. Beat. The orange or snatch away with each clever are against dull foes; to play
fighter retrieves his still-pristine evasion, is time. Precious seconds Nidhogg is to exist, for a few
blade from the stricken foe’s guts. can move the winner just a little minutes, in a highly strung cycle
Beat. He is running, hurtling with closer to their end zone, where a of tension and release. And that,
heart in mouth to the screen’s phallic pink worm lurks, waiting perhaps, is what also makes it
edge, where victory, and the only to gobble them up in victory. riotous, hilarious, to play, every
Nidhogg, awaits. To move across screens, shock move carrying just the
This is Nidhogg, Messhof’s however, you need the priority of same impact as a brilliant return
stubbornly, almost offensively, being the last person to score a in tennis or fancy footwork that
lo-fi game of fencing and mind kill. So you’ll have to learn how to leads to a goal. It’s just capable
games. That moment might have fight. The mechanics of swordplay of regularly generating those
ended differently – a divekick, a are simple enough, key presses or moments across matches that
leg sweep, or a protracted sparring stick pushes moving your blade stretch anywhere from 30
match all possible with the simple between four quantum states of seconds to five minutes.
contextual moveset – but each position: low, medium, high and It’s a targeted sort of game,
match lives in the seconds-long overhead. One key thrusts the then, resolutely multiplayer and
flashes of duelling, of instinctual, weapon, and your body, forward, unfashionably local in nature.
reflexive action against a human and any touch of a sword is But with an excellent dynamic
foe. It can be played against bots instantly deadly. If you match the soundtrack and triple-distilled
and online, but to really get the position of an incoming lunge, moveset of such restraint and
most from it, it has to be played in you’ll rebuff the attack, giving intelligence, there are few games
the same room as your opponent. you a short window to respond. today that can rival it for
You want to see the look on their But there’s an even riskier move: evenings lost to duking it out
face when you’ve beaten them, of bring your rapier into position on the couch with a group of
course, or vice versa when you’re as the attack is in progress and friends in tournament mode, or
the one demanding a rematch, but you’ll flick the weapon from for lunchtime matchups with
it’s more than that: reading the your aggressor’s hand in a true your favourite foil. If it existed
sharp intakes of breath when your Errol Flynn flourish. Even an in another age, Nidhogg might
sparring partner makes a move, unarmed opponent can dodge now be revered in the same breath
exulting in the howls and grunts and cartwheel and evade, however, as the other classics of couch
when you slip from their grasp, and can also scoop up a sword multiplayer gaming. Today, it is
the opportunity to crow when you on the ground by rolling over it, simply one of the best possible
read them perfectly and sweep so you might disarm and cross uses for that second pad.
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Format 360, PC, PS3, PS4, Vita, Xbox One Publisher Trapdoor Developer Polytron Corporation Release 2012
Fez
Fez’s central appeal is that its sweetly playful personality. seek out 32 cubes, each made
it harks back to the adventures of Characterful wildlife and villagers of eight smaller pieces which,
your childhood. It’s not just in the instill locations with life, and on collection, are held aloft and
overt references in its soundtrack dialogue exudes the kind of trigger a Zelda-esque rising
and the chunky visuals, but also harmlessly barmy earnestness that motif), it will require multiple
in the deep feeling of wanderlust defined the surreal, unchecked playthroughs before everything
evoked by its enchanting world games that made the ’80s and begins to come into focus. Puzzles
and dizzying collection of ’90s so memorable. It feels very can be tricky, especially in the
gameplay hooks. Like a Mario much like a creation that could second half of the game when an
game, it’s so generous in its sit naturally among the games of optional code-breaking aspect is
distribution of new ideas that that era, albeit one that makes introduced, and the branching
you settle into a kind of warm spectacular use of more recent world can quickly become
complacency, confident that the hardware capabilities. And for all disorienting, despite being built
next screen is going to offer the tricksy processing going on from locations that are modestly
another twist on the delightful behind the scenes, the game’s sized individually. But in these
mechanic that lies at its core. pixellated visuals and pastel situations the game almost always
Fez’s central conceit is of a 2D palette feel at once stylishly steps in to offer guidance, whether
platform draped over a 3D world. modern and authentically retro. through a craftily placed cube
It’s conceptually complicated The setup itself cleverly suggests segment that leads the eye to a
(essentially each screen is made up that you have somehow crashed useful location, an initially cryptic
of four different but interlocking and corrupted the game’s code message from the floating cube
locations that can be cycled in order to access the new that accompanies you, or simply
through by squeezing the triggers dimensions, which, in a nod to the appearance of a door that’s
to rotate the world 90 degrees at a Edwin A Abbott’s 1884 novel only visible after sundown. In
time), but mechanically intuitive. Flatland: A Romance Of Many most instances you simply need
This duality of space requires a Dimensions, only you can see. to step back and look at things
lateral approach to puzzle solving Fez’s idiosyncrasies are as much slightly differently.
as the spatial normalcy you a result of the project’s enforced Even when you’re not sure what
associate with 3D spaces is neatly isolation as they are its creators’ to do next, tumbling through Fez’s
folded flat. A platform floating out singular talents. The game took cascading, multidimensional world
of reach might suddenly be right more than five years to develop, is a pleasure thanks to protagonist
next to the tower you’re standing but this allowed Polytron to cram Gomez’s weighty yet precise
on if rotated just so; or a Fez full of deeply concealed movement, and failure only leads
precarious-looking series of secrets, in-jokes and references to instant replacement on the
spinning blocks could become to other games, and to refine nearest platform, encouraging the
a solid, pulsing bridge; while an oddly appealing atmosphere kind of reckless experimentation
standing in front of a fireplace and that’s by turns melancholic and needed to prevail. Gomez is also
spinning the world 180 degrees saccharine. The chaotically blissfully free of clutter – there’s
will reposition you in the secret assembled components can appear no upgrade path to work through,
room behind the surround. Once disparate at first, but it has an no pickups to gather beyond
your own thinking aligns with internal logic to ensure that it all those cube pieces, nor any kind
the game, navigating its spaces hangs together convincingly. of attack move. Fez instead revels
becomes uniquely enjoyable. That doesn’t mean it won’t in unfettered exploration, both
The puzzles might be drive you mad, though. Despite of its world and of memories of
mathematically exacting, but being a fairly sizeable game (to the long-gone games to which
Fez never lets this encroach on complete Fez’s story, you must it so masterfully pays respect.
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Format PC, PS4, Xbox One Publisher/developer Blizzard Release 2016
Overwatch
There were realtime The importance of aim and why Overwatch deserves inclusion
strategy games before StarCraft, spatial awareness – the primary among the best multiplayer games
dungeon crawlers before Diablo, vector for skill for most games ever made. There are other strokes
MMOs before World Of Warcraft, in this genre – is unevenly of brilliance, too: the ‘play of the
competitive card games before distributed in Overwatch, with game feature’, which replays a key
Hearthstone, and class-based certain heroes benefiting from it moment from the match after each
multiplayer shooters before more and others less. The result game and also allows players to
Overwatch. The Blizzard ‘trick’ – is a game that meets Blizzard’s view their own best plays after
one that has built the studio an accessibility criteria while also the fact. This gives participants
empire spanning 25 years – is providing room for meaningful something meaningful to chase
taking the rough and experimental growth as a player. If you have that isn’t experience or an unlock,
work that other studios have done never played a competitive cutting straight to the reward
in a fledgling genre and applying a shooter, there’s something useful sought by most competitive
populist, perfectionist shine to it. you can do. If you have played lots players – public acclaim.
Overwatch may just be a single of competitive shooters, there are There’s also the game’s
example of a trend with a long impactful ways for you to dynamic implementation of
history, but it’s remarkable even demonstrate the skills you’ve physics and ability interactions,
so. The past few years have seen a picked up. This is how a shooter which allows for strange and
run of developers, even those with builds an audience in the millions, silly things to happen when
major publisher backing, attempt rather than the thousands. superpower X collides with
to build an audience for original Yet execution is also critical character Y on map Z. Coupled
multiplayer-only FPS games and and is another area where with the play of the game system,
fail. Titanfall’s popularity dipped Overwatch pulls ahead. This is a this turns Overwatch into a regular
hard as soon as the post-launch best-in-class case study in subtle generator of moments you want to
honeymoon period ended; Evolve audio and visual signalling. Every share. That means YouTube,
tanked harder, faster; Battleborn ability has a specific sound cue streaming and GIFs, and all these
was DOA by comparison. and every character has a unique things contribute to the health of
Overwatch is the exception to a footstep. The mix is carefully Overwatch’s player population.
rule with tremendous precedent: balanced, emphasising important The game’s popularity isn’t
not only was it wildly successful enemy sounds over nearby simply a business issue or of
on release, but it retained its friendlies and even taking into interest to people who track how
momentum as it worked through account practical distance when the industry succeeds and fails at
the early phases of its life. balancing volume – how long a making genres happen. Online
Marketing is a factor in this, character would have to travel to shooters need large playerbases
but so is design. Overwatch takes reach you, rather than how far to survive. Audience retention
a scalpel to many of the core ideas away they actually are. When you is a crucial factor in gauging the
of the online FPS. This is a start playing, you might hear quality of a game like this, and
shooter without killstreaks or footsteps and know somebody is there are many ways to achieve it.
even specific kill rewards, where around the corner to your left; Overwatch’s success is owed to the
every player has infinite ammo, after a few hours, you’ll know it is balance that Blizzard has achieved
and several don’t need to reload. the Korean mech pilot D.Va and between accessibility, depth and
It borrows cooldown-dependent that she has just activated her generosity. It has exceeded games
special abilities from MOBAs and Defence Matrix protective power. with much deeper timesinks
a colourful, international, real- Subtle excellence such as this through loud, inviting excellence.
world-plus character roster from is the difference between a good This is the multiplayer-only
fighting games. design and a great game, and it’s shooter that made it.
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Format Wii U Publisher/developer Nintendo Release 2013
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Format PS3, PS4 Publisher SIE Developer Thatgamecompany Release 2012
Journey
Journey explores transience recharge each other’s scarves by seemingly numberless blades of
in a way that no other medium, singing; hence, the simple joy of grass, but awes when set to work
even a novel or performance dancing through the air, leaping in this rolling, barren landscape.
art piece, ever could. As you from platform to platform and The fragility of your encounters
pass through the game’s hazy, sliding down the sugary dunes is along the way might just as easily
enigmatic world, your journey is prolonged if you stick together. be an allegory for the challenges
personalised and lent significance Equally, a more experienced faced by videogames in enduring
by the other pilgrims you meet player might lead you to a hidden as for relationships. Classic
along the way. They might keep scarf-lengthening token, or help albums, novels and artworks can
you company for a long while, or solve a puzzle you’ve yet to intuit. remain timeless in a way that
you might just as easily lose track Crucially, however you choose to format-dependent games cannot,
of them after a fleeting glimpse, play, Journey is a game that doesn’t only committed collectors able to
but in every case the sting of rush you, and one that encourages easily dip back into older titles in
loneliness is more keenly felt playful experimentation with its the way that they were intended.
in the stillness after parting. cleverly pared-back mechanics and The trend towards generational
It’s an emotional slug to the wilful subversion of traditional rereleases, then, is a welcome (if
chest without cynical tugs on the online multiplayer conventions. imperfect) way to ensure new
heartstrings, something that’s, for This isn’t a game to be beaten or players get to experience things
now at least, uniquely powerful. mastered (though the hidden they might have missed. And in a
There’s no voice chat functionality pickups jar a little as a result); world of easy streaming, party
to sully the purity of the moment; it’s a story to be experienced, chat and online congregations,
instead players must rely on the and co-written, first hand. Journey’s subversive design feels
abstracted singing and symbols The game’s core revelations even more potent on PS4 than it
emitted by characters, and on the are supported by a dazzling did four years ago on PS3.
cooperation (or indeed isolation) audiovisual assault on the senses. The extra headroom afforded by
they find in each other’s presence. Austin Wintory’s soundtrack PS4’s additional grunt has allowed
The huge distances involved in lends even greater weight to each Thatgamecompany to enact a
the simple environmental puzzles step you take, segueing from subtle, but still striking, makeover.
that gate your progress are more mournful elegy to playful paean The PS3 version’s 720p has been
manageable with a co-traveller, as you transition in and out of upped to 1080p at 60fps, and the
irrespective of whether you try to company or even into implied game’s colour palette has been
communicate and work together danger (though there is no real fail brightened up, making the first
using the limited language palette state in Journey, only a temporary version look a little washed out by
afforded to you or keep yourselves curtailing of your ability to soar). comparison. But even without this
to yourselves and tackle different The imposing ruins you lick of paint, Journey is a stirring
parts of the area in a smoulder of discover along the way blend experience that manages to raise
introversion. Doing the latter, Persian and Incan influences into questions about its medium along
however, would deprive you of something at once nostalgic and with emotive observations on life.
Journey’s greatest pleasure. troubling, chipped stone and torn Its power is diminished somewhat
The height and distance you’re fabrics blasted by years of wind- the second time through, the
able to soar is tied to the length borne sand. And what sand, magic of your formative
of your scarf, which grows as you depressing softly underfoot and encounters unavoidably dimmed
find tokens around the world and capitulating into grooves as you by foreknowledge, but what
needs to be charged up by flying slide down each towering dune. remains morphs into something
tapestries that dart about in the Journey’s engine is based on the else that’s no less joyful and
air. But players are also able to technology used to create Flower’s certainly no less important.
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Format 360, PC, PS3 Publisher EA Developer Visceral Games Release 2008
Dead Space
The best thing about Dead notion of biology itself, which is methodical and complex,
Space is all of Dead Space. The has somehow transformed us into with different tools selected for
“Please let us make this” project reanimated, inside-out versions different tasks – a flamethrower
of a talented internal team who of ourselves with extremely sharp to scatter swarms of fleshy
patched together a prototype elbows. The Necromorphs are parasites, a disc saw for dissecting
while working on EA’s James Bond get-the-hell-away-from-me good, crowds – and supplementary
licence, the Cronenbergian sci-fi clawing and distended mirror abilities – object-slowing stasis
horror is above all intensely images that flit and flurry under and object-shifting telekinesis –
focused, with a functional-future the Ishimura’s strobing lights. switched depending on the
aesthetic flowing into frill-less Best of all, the design of the situation at hand. Late in the game,
shoot-and-stomp gameplay. Necromorphs slots like an taking on a crowd of Necromorphs
It doesn’t just look great – efficiently engineered socket into has the dextrous feel of a well-
grotesque, rusted, beautiful – the game’s functional aesthetic. managed physical job, completed
and play wonderfully, but it has These monsters, all stretched- with a reliable set of tools that the
something to say – something limbed and gangling, must be workman knows inside and out.
about resourcefulness and pruned rather than obliterated. Whether through intention
capability, about heroes creating as Clarke is a precision craftsman – or necessity, Dead Space’s core
well as destroying, and about how, the Necromorphs go down faster minimalism is strengthened by
if you’re going to battle an army if he laser-slices scythe-like arms a tight-lipped approach to story.
of undead aliens, being handy and legs rather than aiming for Logs and files are scattered
with a spanner is a huge bonus. genre-typical head and body shots. through the Ishimura, a blunt but
Dead Space, in other words, is This feels both refreshing and well-deployed narrative device,
blue-collar space. Instead of a fitting – God, it’s nice to be and otherwise we’re left with
jetpack, our faceless hero Isaac shooting slightly differently for a suggestion and conspiracy – of
Clarke gets a tram, and even then change, and for a reason that plugs a religious sect whose subterfuge
if he wants it to actually go right into Clarke’s brown metal might have unleashed the
anywhere he has to fix it first. His engineer’s rig. It also makes for Necromorphs, and, even more
weapons are tools – laser cutters leaner, nastier horror, demanding subtly, of a dystopian future
and bolt guns – and everything he accuracy under pressure and a society that’s reached the deeper
interacts with makes a beeping steady, practiced hand, and making reaches of space through rigid
sound tuned to the frequency of survival a permanent entry on organisation backed up by the
analogue 1970s retro-futurism. Clarke’s ongoing job list. kind of forced-grin propaganda
On board the USG Ishimura, the This is where Clarke’s seen throughout the ship.
mining ship Clarke trams his way improvised armoury really comes This background is all the more
around, frantically fixing and into its own. His three-pronged effective for being out of focus in
fleeing, there are coils and vents laser cutter features a revolving a game that’s otherwise all about
and plodding metal-grilled head that rotates on a 90-degree focus – about lean design, about
corridors, the fixtures of Ridley axis with the most perfect whir a stripped-down hero whose face
Scott’s own horror-thick mining of effort. Once the jump scares we don’t see until the credits are
vessel, the USCSS Nostromo. are out of the way, combat settles rolling, and about combating
Unlike the Nostromo, Dead into bursts of concentrated chaos in the form of messy
Space doesn’t have an alien. workmanship – a leg clipped from biological mutation using literal
Instead it has an even darker the hip here, then a quick rotation laser accuracy. Dead Space is a
horror from the abyss – ourselves. to the vertical position before classic of tight design, of form
People are the enemy in Dead the arms are sliced from the meeting functionality, and of
Space – and the treacherous shoulders. Dead Space’s combat heroes who fix things.
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Format Mac, PC Publisher/developer Valve Release 2013
Dota 2
Dota 2 could never have been hero in a competitive environment watching the best in the world
designed by a traditional game and learning the complex compete for millions of dollars.
developer. What is now a free-to- interactions between hundreds of That massive character roster
play game run by Valve – the most spells, items, stats, and so on in only works because of Valve’s
popular title on Steam by a large order to prevail in battle. You do generous business model. Every
margin – started off as the germ of this in coordination with four player needs to have access to
an idea in a StarCraft mod. What other people with a view to slowly every hero, spell and item because
if, the question went, you could demolishing the towers between the game itself is about the
build an RTS without base or army you and the enemy ancient. complex interaction between all of
management? What if each player On the macroscale, this is an these things; introduce a paywall
controlled a single character, and RTS where your team starts with and the game itself is wounded.
manipulated the flow of battle by all the buildings and fortifications That’s why Valve’s decision to
disrupting AI-controlled armies you will ever have, and then must sell only cosmetic items and
that clash with or without them? gather resources out on the tournament tickets is so vital. It
That idea became the Defence Of battlefield – gold and experience changes the type of game this is
The Ancients series of custom from kills, AI-controlled creeps, – not a game-as-service to be
maps for WarCraft III, in their and neutral monsters – in order subscribed to, but a pastime
many versions and with their to transform your characters into available to anybody who wants to
many competing creators. your new line of defence. Towers try it, whose depth reveals itself
This was a new type of will fall eventually. What matters, naturally over time as the player’s
multiplayer game, developed in what makes the game so exciting, understanding grows.
forums and on IRC channels, that is the economic and strategic Victory in Dota 2 feels amazing
eventually coalesced into DOTA dance that occurs as both teams because it’s the natural expression
All-Stars. A competitive scene attempt to account for the loss. of all that developing expertise,
developed. Heroes Of Newerth Combine these things and you the effort expended to learn
spun away from DOTA in one have a complex game, yes, but also something complicated, the
direction, League Of Legends in a very personality-driven one. personal pressures of working
another. Finally, Valve did as Dota 2 owes its success as an with others – strangers or not –
Valve does – hiring DOTA’s esport in large part to the fact that towards a collective goal. It’s
most prominent curator, bringing it’s a team game. Whatever level powerful because it feels like an
him in-house, and recreating the the game is played at, there is only encounter with chaos. The game’s
entire game with new art but so much a single player can do to origin as something collectively
exactly the same systems. tip a match in his team’s favour. designed over many years
This is what separates Dota 2 Victory is reliably arrived at only manifests as a system that is
from other games in the genre: at through cooperation within an uniquely adept at testing its
no point has anybody attempted asymmetric system that requires players. Traditional game
to streamline or popularise it. It different players to be good at developers simply wouldn’t design
remains that mod, organically different things. Dota 2 is a game something like this; they’d stop at
grown and messy in many ways, of tactical masterminds, virtuoso some point. They would decide
now with bottomless resources assassins, solid frontline fighters, that enough complexity was
behind it and annual competitive and strategic support players. It enough. They’d consider more
prize pools pushing past $20m. is, therefore, substantially about maps, more modes, more points
There’s nothing like it from either people. How somebody plays of entry. Dota 2 isn’t like that.
a design or a business perspective. Dota 2 tells you something about Dota 2 is three lanes, a hundred
At the microscale, Dota 2 is them, and this is true whether you or so characters, ten people,
about developing a single RPG are playing with your friends or and whatever happens next.
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Format 360, PS3 Publisher Sega Developer PlatinumGames Release 2010
Vanquish
The official strategy guide in its approach: it’s at once stylish constant tightrope, permanently
for Vanquish is one of the best and functional, allowing you to on the verge of overheating.
we’ve ever seen. Substantial and execute swift dodge-rolls and With mastery comes the ability
meticulous, it talks you through trigger rocket boosts that allow to showboat: you’ll buzzsaw off
the game in the kind of confident you to get around much quicker, robotic limbs, deliver drop-kicks
detail you’d expect from those and escape any incoming barrages. to metallic breastplates, and glide
who’ve mastered its nuances. It If Gears is a gridiron match against between the legs of a giant mech,
doesn’t simply guide you down a near-impenetrable defence, each shotgun pointed upwards as you
the path of least resistance, but play seeing you grind out a few pass underneath. You’ll pause
encourages truly efficient play, more yards, then Vanquish is more briefly for a cigarette mid-battle,
explaining not only how to make it like a series of Hail Marys. It’s a flicking the stub out to the left to
through an encounter in one piece, sprint, not a crawl. draw enemy fire before rolling out
but how to do so with style. Read Except when you choose to to the right and flanking them
it before you play, and you might slow things down. It’s easy to while they’re distracted. Vanquish
consider yourself fully prepared forget that Vanquish doesn’t might be too chaotic to be called
for Shinji Mikami’s action actually have a bespoke slow- graceful, but there are moments of
masterpiece. But nothing can motion button; rather, it’s beauty amid the mayhem, where
prepare you for playing Vanquish. automatically triggered during you’re the only one in control in a
Inspired by the cult anime certain situations. Aim your world that’s permanently out of it.
Casshern, Vanquish was the right weapon while sliding, dodging and As with all the best anime,
game at the wrong time: a vaulting over cover and suddenly there’s a demented energy to each
thirdperson shooter arriving just those incoming missiles can be of Vanquish’s set-pieces, some of
as the genre was beginning to shot out of the sky, that enemy’s which are almost parodically
reach saturation point. This was weak point is exposed for longer, ludicrous. It presents moments
partly Mikami’s own doing, of and that grenade you just threw of staggering spectacle, folding
course, with Resident Evil 4 having toward a cluster of opponents in elements of danmaku and
inspired a slew of imitators, and can be sniped in mid-air. even quick-time events with
the mechanical refinements of Such command over the tempo consummate skill. These stick-
Epic’s popular Gears Of War in of battle naturally comes at a cost. twirling, button-bashing
turn informing several copycat Your suit’s energy gauge is at once interludes aren’t ever allowed to
cover shooters of debatable value. your health and your stamina bar. dominate the action, instead
Many saw Vanquish’s chest-high As soon as it overheats, you’re in commonly reserved for delivering
walls and approached it in the serious trouble, and the meter a coup de grâce that your prior
same manner as its stop-and-pop drains when you opt to speed actions have set up. And they’re
brethren, little realising that this things up and slow them down. so smartly directed that grabbing
was a very different kind of game. The same also applies when you hold of a torpedo and returning it
The key point of difference is launch your powerful melee to sender with interest feels every
its sheer speed. Consider Gears attack. And yet at your most bit as gratifying as it sounds.
Of War’s roadie run, a typically vulnerable, you’re always given a Bewilderingly, in the six years
western design in that it focuses small window of opportunity to since its release Vanquish has had
more on heightening our physical retreat, since the ARS triggers one no meaningful influence on the
connection with the game world final use of slow motion. Even genre. And yet in some respects
than conveying any meaningful good Vanquish players will that’s no bad thing – after half a
mechanical benefit. Vanquish’s experience dozens of these death- decade, it remains unique, a
Augmented Reality Suit (or ARS), or-glory moments in a single Platinum-grade action game
by contrast, is distinctly Japanese playthrough; experts walk a that stands without peer.
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Format Wii U Publisher/developer Nintendo Release 2015
122
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Format 3DS Developer Intelligent Systems Publisher Nintendo Release 2016
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Format PC, PS4, Xbox One Publisher/developer Playdead Release 2016
Inside
Like its predecessor, its world, it’s prepared to leave for the moments its world hews
Playdead’s second game has a more space between them. closely to our own. From the
single-line pitch for an otherwise The result is a more boy’s adult pursuers with their
wordless story. Limbo’s is short consistent sense of place. Limbo’s wandering flashlights and the
and to the point: “Uncertain of his environments, though memorable, piercing bark of their attack dogs,
sister’s fate, a boy enters Limbo.” often feel like individual to the canteens and offices of later
Already, we have our setting and fragments stuck together, the hand areas, the banality grounds the
our goal. Inside’s, by comparison, of a game designer more obviously strangeness, and makes it a more
is a little harder to pin down. apparent in its obstacles, with potent kind of purgatory.
“Hunted and alone, a boy finds traps sometimes callously placed. Its surprises are subtler, too.
himself drawn into the centre of Inside’s hazards do require a PlayDead finds time to let you
a dark project.” This gives away a certain precision and swiftness of settle into a rhythm before it
little more, revealing the danger in thought, but they’re rarely quite yanks the proverbial rug. Where
which the boy finds himself, and so fussily exacting. It’s trial and games like Uncharted overdo tricks
yet at the same time it’s holding error with fewer errors, then, and such as crumbling scenery, so that
plenty back. Where exactly are we? the puzzles that do halt your after a while it’s more of a novelty
Why are we being hunted? What progress are simultaneously when a handhold does remain
is this dark project, and why are simple enough not to hold you up intact, Inside spreads out its jolts
we drawn toward it? for too long while being rewarding so they’re genuinely unexpected.
It’s perhaps fitting for a to solve. It’s thanks to a wonderful In edge-of-the-seat thrills, it can
game that lacks Limbo’s blunt clarity of design that makes it stand toe to toe with any game.
immediacy. Its murky, near- easy to parse the individual One moment where, having spent
monochromatic art isn’t quite as components, so you can focus on a great deal of time trying to hide,
instantly striking, either, drawing working out how they fit together. you’re suddenly exposed and
unfavourable comparisons against Player deaths in Limbo are tasked – quite literally – with
the stark, silhouetted look of often nasty, but they happen so falling in line is among the most
Playdead’s debut. And by dint of frequently that they can become exhilarating set-pieces in years.
its similarities – both games, after punchlines. They lose far less of And that’s before you consider
all, are sidescrollers with light their power here. This isn’t about the hard left turn in the final act,
physics-based puzzles, starring shock value in killing a young boy, a virtuoso high-wire act that is at
young protagonists thrust into though the violence can be once tragic, horrifying, repulsive
perilous, nightmarish worlds – shocking. But they don’t linger: and blackly comic. It’s also a
Inside invariably loses some of they’re brutish and abrupt, and remarkable feat of animation: one
that crucial surprise factor. hard to take. In other games, you puzzle involving a flaming crate
That, it turns out, is a sign of fear death because you fear losing and a set of sprinklers would be
confidence. Playdead is happy for progress, but the checkpoints here astonishing just to behold, let
its second game to share a few are so generous that you’ve little alone that you’re entirely in
similarities with its first, knowing to lose in that regard. Instead, control at the time.
that this boy’s journey is headed you’ll try harder next time to Inevitably, you’re left with as
somewhere very different indeed. avoid mistakes, because you don’t many questions as you had at the
And it is, without doubt, a better want to have to watch the poor start, perhaps more. Regardless
game than Limbo. It’s more lad’s body going limp once again. of your interpretation, Inside’s
mature, more thoughtful, more Even when the boy’s life isn’t in haunting tale stays with you. It
measured in its pacing. Not only immediate danger, this is a deeply might not have matched Limbo’s
does it better integrate its unsettling experience. Inside’s impact, but the mark it leaves
environmental puzzles within nightmare is all the more insidious takes much longer to fade.
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40
Format PS2, PS3 Publisher/developer SCE Release 2005
128
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Format 360, Xbox One Publisher Microsoft Developer Bungie Release 2007
Halo 3
It may have diminished a little eighth mission, is the logical shortcuts, finding the sightlines
in stature under the custodianship conclusion of the series’ use of and feeling out the kill spots and
of 343, but Halo has long been an three-way battleground dynamics, defensible corners. There’s
industry giant, originally carrying another race against time on meaning and intention to these
the torch for console-based another Forerunner installation crafted blocks of space, so that
firstperson shooters and going but this time with human, playing a good, tight game of four-
a long way towards shaping the Covenant and Flood forces on-four Slayer, flowing in and out
culture and colour scheme of fighting by your side. of three-exited rooms and from
Microsoft’s home consoles for The campaign, though, is the tight corridors to open platforms,
three generations. Halo 3 is the short film before the main feature, feels almost like reading, like
sweet spot, a combination of a which is a multiplayer game of passing fingertips over braille
generation-defining multiplayer lasting and extraordinary quality. to interpret shape into thought.
template (before Call Of Duty This is partly because of that Crucially, they’re also great
swept all before it) and a campaign luxurious gamefeel, but also places to shoot each other. Halo 3
that righted itself after the because it was the last game in the is at its best when hosting simple,
uneven over-ambition of Halo 2. series to be confident that feeling stripped-down games of Slayer on
There is a functional feel to good to play was enough. There is small- to medium-sized maps. At
the story itself – repairing the a minimalist assurance to the this scale, the intention of those
cliffhanger disappointment of simplicity of Halo 3’s multiplayer, maps is easier to read: Guardian,
Halo 2, and tending to the crucial which arrived before Call Of Duty with its opposing zones and
trilogy-capping business of how made XP-gathering and loadouts asymmetrical flanking routes,
Master Chief ends the Covenant ubiquitous, before chaotic perks making for skilful battles of cat
War. But even workaday levels are and killstreaks became obligatory. and mouse; Epitaph, with its
given a surge of vitality thanks to Even with customised rules or walkways and grav lifts, perfect
Halo’s particular and persistent modes, Halo 3 is balanced and for scope-shooters but full of
feel, its solid and elegant system level in a way that encourages shotguns turning corners; and
of movement and aiming. Clearly skill and strategy. Starting arms Blackout, in its layered platforms
an extraordinary number of hours are standardised, and more and vertical shortcuts, good for
have been spent ensuring the powerful alternatives are prizes to anything and everything.
turning, weight and orientation be fought over on the map – this This isn’t intended as nostalgic
of existing inside Halo has an is a game of territory and tactics. reverie. Halo 3 is still worth the
expensive feel of reassuring There are no geography-defeating tangled wires of a 360 LAN party,
heft and purpose. powerups of flight or speed, or alternatively it’s the best reason
Whatever happens in Halo 3’s making fleet-footed navigation to play Halo: The Master Chief
campaign, in other words, feels around the maps crucial. Collection, where there’s an active
luxurious and somehow premium. And what maps they are. Halo population of players (but also
It also recaptures enough of 3’s geometry is so wonderfully playlists that will try to tease
Combat Evolved’s directness to designed that a playlist of the best you away from playing a tight,
pull off a handful of thumping five levels – Guardian, Epitaph, obsessive circuit of Halo 3’s
set-pieces. Halo 3’s giant Scarab Blackout, Cold Storage, The Pit, greatest hits). It is the last great
tank attacks give a sense of scale some new and some old favourites stand of a kind of shooter that
and moving parts that alerts you recast – could conceivably be isn’t fashionable any more,
to ongoing technical achievement played endlessly. There is a of balance instead of overload,
even as you’re bullseyeing pleasure in working the routes of of trusted systems rather than
weakspots and dodging canon fire. these constructs and architectural continual rewards, and of skill
And The Covenant, the game’s formulations, a joy in tracing the rather than slick repetition.
130
38
Format 3DS, GC, N64 Publisher/developer Nintendo Release 2000
132
37
Format 360, PC, PS3, PS4, Vita Publisher/developer Mossmouth Release 2012
Spelunky HD
Spelunky’s premise is bats that swoop, the bees that improbably nimble shopkeeper
familiar, and not just thanks to sting, the mummies that lumber, and his vicious shotgun, all for an
videogames’ historical obsession the spikes that wait, the spiders act of petty, desperate theft. Then
with plunging into the Earth in that dangle – is where Spelunky’s again, it’s important to take the
search of peril and treasure. beautiful friction is found, odd calculated risk, so long as you
There’s something elemental creating sparks that light up the strike quickly. Those who dilly-
about its central quest, in which world. Each threat behaves with dally never prosper (just ask the
you explore an arcane warren of clockwork predictability (not only ghost). Then there’s the one
underground caves, skirting in its swoops and bites, but also, about luck, how your chances of
threats and collecting trinkets. We in the case of the ghost that a good run rest, almost without
all share, at some level, the desire appears when you linger for too exception, on the throw of the dice
to explore an unknown world, a long, in their moment of arrival), that fortuitously places a jetpack
longing surely quickened by the and can be defeated or evaded or pair of spiked boots early in
promise of wealth that lurks, with timing and good technique. your quest. It’s possible to execute
unguarded, beneath our feet. As you quest deeper and meet the a fine and long run on skill and
But while Spelunky’s dangers and full cast of terrors, a complicated patience alone, but that’s going
rewards are just as plain as those rhythm is established as the game to take serious character.
found in Mr Driller, Cave Story, sends a fresh situation your way No two runs are ever identical,
Dig Dug and all the subterranean and you must find the appropriate then, and much of the game’s
others, the recipe and aftertaste responses to overcome it. joy comes from learning how to
is complex and unique. In contrast to many other adapt in a novel yet familiar set
For one, Derek Yu’s game is videogames, victory down here in of circumstances. This, along
randomly generated – as if every the perilous subterranean playpen with the game’s numerous
expedition into the Earth’s crust is anything but assured. Failure arcane mysteries, which reveal
was taking place in a slightly isn’t binary, however – it comes themselves slowly, keeps Spelunky
different location. Caves and items on a sliding scale. The game vibrant and engaging long after
rearrange with each playthrough doesn’t end when you’re out of most other games would have
so, if you wish to triumph, you ropes and bombs, standing thick grown rote and boring. The game’s
must learn not layouts, but metres of rock away from the daily challenge, meanwhile, which
principles. Death is permanent nearest exit point, screen pulsing randomly generates a cave system
here. There is no accumulation of on a slither of health. Conversely, that is shared between all of the
abilities or levels to ease future this is when it comes most alive, world’s players every 24 hours
attempts, save for the occasional, offering you a chance to forget to create a competitive version of
well-spaced shortcut, a design all of those poor choices in your the game, neatly folds into your
that raises the stakes of every immediate past and swing for daily routine and lodges there.
trip to a feverish degree. the greater glory. Spelunky can, at first glance,
Then there’s the combination Spelunky’s lessons aren’t appear somewhat chaotic, but
of your small fistful of tools and limited to inspirational ones to do spend any amount of time with
abilities: a couple of bombs, a with never giving up, or trying to the game, and its rigour and
harpoon rope and, if you make it snatch victory from the jaws of precision becomes transparent.
to one of the underground shops defeat and all of the well-worn This game’s walls and structures
with enough gold in your back others. There’s moral instruction are not flimsy, just as its rules
pocket, maybe a pair of spectacles, here too. You soon learn that, in never bend. It is, rather, as refined
spiked shoes and a parachute. The Spelunky as in life, defeat is almost a videogame as you could imagine,
way in which these items push always rooted in greed – just ask and despite that rigour, one from
against the world’s dangers – the the adventurer blown away by the which incredible variety emerges.
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36
Format 360, PS3, PS4, Xbox One Developer Bungie Publisher Activision Release 2014
Destiny
Chances are, if you’re reading through guaranteed means, and a sniper rifle that reloads itself in
this, you played Destiny when it more streamlined, yet flexible your pocket. And while game and
launched in 2014. After all, as route to the level cap. Yet in doing story previously felt disconnected,
someone with an avowed interest so it must also ensure that its as Destiny evolves Bungie is
in great games, why wouldn’t you? established core of players – those getting better at more elegantly
It seemed like a no-brainer, and who love Destiny for what it is – linking the two. Both The Taken
too fascinating to resist: the maker are not left wanting. King and Rise Of Iron take story
of Halo, perhaps the greatest FPS The first step change in elements previously hinted at in
series of them all, turning its hand Destiny’s evolution came with The item descriptions and collectible
to a living, persistent world, Taken King, nominally the game’s Grimoire cards, and makes them
borrowing ideas from the MMO – third expansion. It changed the the focal point of the action.
character classes, skill trees, emphasis away from capricious Those who have stuck with
levelling and a loot game – and RNG towards definable goals, Destiny since the beginning would
layering them over shooter making some of the most powerful argue, fairly, that the one thing
conventions. The prospect was gear in the game available through that Bungie didn’t need to do
irresistible; the reality enthralled guaranteed – though in places much work on was the action
many, but turned off many more. severely challenging – ways. The template at the game’s core. It is,
At launch, Destiny was beautiful, game’s latest expansion, Rise Of and has always been, a marvellous
brave and intoxicating, yet it was Iron, takes the concept further. shooter, its gunplay immaculate,
also slight, repetitive and flawed. The new Record Book sits in your its intricate weaves of character
Which side of that divide you inventory and tracks your progress abilities, weapons and armour
found yourself on was a matter of towards a host of fixed rewards perks powering a game that holds
personality. Some chose to from just about every component its lustre even as you blast down
remember the highs – the time of the game. the defences of a boss you’ve
the mythical rocket launcher Perhaps it wasn’t the loot game already fought dozens of times.
Gjallarhorn dropped at the end of that put you off all those months Yet still Bungie has built on it,
a Strike; the time a raid boss left ago. Maybe it was the story, that adding an extra subclass to each of
behind the armour piece that half-baked waste of big-name the three base classes in The Taken
would finally take them to the talent caused, apparently, by a King, adding new weapons and
level cap – and see the buzz of a change of tack late in the launch gear with each expansion, and
good drop as fair compensation game’s development. That, too, improving balance along the way.
for the weeks of frustration that has been improved significantly. What, then, of content, perhaps
preceded it. Others asked why Peter Dinklage’s phoned-in, the biggest criticism of Destiny at
they bothered playing and meme-sprouting performance has launch? Including Rise Of Iron’s
re-playing the same handful of been excised from Destiny entirely, additions to the pool, the Destiny
missions, however well designed his role taken by an immeasurably of today has several dozen story
they were, in the hope of a good more charismatic, robotic-in-the- missions, 15 strikes, over 30
drop from a randomised loot right-way turn from Nolan North. multiplayer maps, and four raids.
system that seemed engineered to Other pre-existing talent is better Perhaps we can put that claim to
punish first and reward second. used now, too – Nathan Fillion’s bed now too. Destiny was always a
Both groups are right – which Cayde-6 is, finally, funny, his new compelling proposition. At launch,
is Bungie’s biggest problem as lines symptomatic of a wider Bungie failed to deliver, but as the
Destiny continues to mature. The effort by a studio to lean in to the months and years roll by, the most
studio wants the dissatisfied to sort of light tone you’d expect intoxicating shooter on the market
return to a friendlier game, one from a game in which you shoot continues to get bigger, braver and
that offers powerful rewards space wizards on the moon using a a good deal better.
136
35
Format GBA, SNES Publisher/developer Nintendo Release 1991
138
34
Format Mac, PC Publisher/developer Squad Release 2015
140
33
Format 360, PC, PS3 Publisher Bethesda Softworks Developer Arkane Studios Release 2012
Dishonored
Thief’s Garrett and one of the plague-spreading a world where superstition is
Dishonored’s Corvo Attano may rodents that echo the corruption fighting back against the march of
be poles apart when it comes to of the city, letting you travel to progress. Your thirst for vengeance
personality, in that Garrett has a spaces no mortal man could enter. will take you to prisons and
defined one, but both share a deep Maybe instead you’ll simply direct brothels, costumed soirees and
spiritual connection. Looking the swarm onto the nearest warm tumbledown art dealerships. It
Glass and Ion Storm are long gone, bodies, allowing thousands of tiny will bring you into contact with
but the disgraced Lord Protector teeth to tear apart what you can’t art deco, Renaissance paintings
can trace his lineage back through be bothered to draw your spring and the hard, cold lines of the
co-director Harvey Smith to the blade to dice yourself. Possibly Third Reich. The fiction is no
home of gaming’s greatest burglar. you’d prefer the ability to see less layered or beautiful. On the
No wonder, then, that a masked through walls and judge patrol surface, city officials maintain an
man on a mission of mercy and routes, but you could just stop iron grip on a terrified populace,
revenge spends half his time time so you can saunter in and slit whipped into a frenzy by the
pilfering every coin, book and every throat before your foes can anonymous menace toppling the
foodstuff that isn’t nailed down, see you, let alone mount a defence. regime, not to mention the rat
and slipping the key rings from The fixed point in all of this is plague that is turning ordinary
guards’ belts. It’s in the blood. Blink, a transformative ability that folk into walking contagion
But Smith’s own legacy is Deus makes Dishonored unlike any other vectors. But underneath seethe
Ex and sequel Invisible War, and stealth game. You’ll still need to tales about how misappropriation
it’s this – for all the threads watch patrol routes and expertly of technology can crush its
between Dunwall and City 17 – judge the intricate clockwork on optimistic pioneers, how unfeeling
that seemingly most influences which the local constabulary or cruelty corrupts innocent spirits
the world Corvo sneaks through. hooligans run, but now you can and drives them to Pyrrhic
In other words, the would-be dodge suspicion by disapparating revenge, even touching on
toppler of a corrupt regime is and reappearing anywhere within Lovecraftian themes of the Other.
presented with a powerful array of a short distance that you can see. All these are slaved to your own
choice. The main one is whether This, along with a generous jump narrative, one of close scrapes
he will kill and maim his way back and mantle, allows you to use and raw power, and your ability
to the top, or simply depose and every part of the environment, to resist corruption yourself.
ruin the conspirators, giving those while a strict ration of mana If Dishonored has a problem, it’s
in his way little more than a prevents the ability to choose your that it is too tempting to simply
woozy head and aching windpipe. ingress point becoming a crutch give in and allow it to become the
Choice filters down from that that removes all need to treat your assassination simulator it seems
lofty morality into Dishonored’s enemies with respect and careful in its heart to want to be. But
moment-to-moment gameplay, dedication. Randomised targets while its sequel looks to address
primarily in your selection from and locations, meanwhile, ensure that issue, this is no lesser game,
a gleeful arsenal of weapons and that return playthroughs aren’t and its choices are only marginally
tricks that can transform the simply exercises in remembering less rich for beguiling many onto
voiceless protagonist into a a path through these exquisitely the path of violence. The Outsider
spectre of death or simply a crafted, albeit often decrepit and may find that boring, the blood-
poltergeist that rearranges society insalubrious, locations. soaked trail to the final cutscene,
and then fades back into the It’s a setting with more than but one of the stealth genre’s
shadows. Perhaps you will expend enough character to make up for most refined toolsets and
your gifts from the supernatural the deficiencies of the blank slate conglomerations of mechanics
Outsider on the ability to possess through whose eyes you view it, defies you to find it so yourself.
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Format Wii U Publisher/developer Nintendo Release 2015
Splatoon
There’s a moment in is irrelevant, but in its weaponset explosive ink bubbles of a blaster,
Splatoon, about two hours in, and sparkling singleplayer or a rapid-fire waterpistol.
where your brain rewires itself campaign there are ample means While newbies have missed
around the least conventional, for even the least competent out on the brief window where
most accessible contemporary aimers to transform into valuable everyone was feeling their way in
multiplayer shooter on the market, teammates. Tactical thinking is a radically different breed of game,
and it just flows. You won’t have more important than claiming the difference between top-level
acquired all the weapons. You heads, and the player who knows gear and the starting kit is slight
won’t have dressed your cartoony how to stay alive and keep enough that no one is locked out.
squid-human Inkling in the squirting ink is a better helper In return, a steady unfurling of
freshest ’90s skater threads. But than the gung-ho death merchant. maps, modes and new arms has
what you’ve learned will be with And since in most modes the expanded what was a slight but
you from this point until your teams are shuffled after each extremely moreish game at launch
tenth, 100th or 1,000th hour match and there’s no voice chat into a much more varied offering.
of playfully splattering glossy to poison the pool – or give All of that has grown this
droplets over combat arenas and alpha players the ability to take quirky competitive team game
your opponents alike: it’s all over and ruin the fun – all you a passionate fanbase, with
about the ink. really have to focus on is being matchmaking still primarily
That simple fact alone turns the best teammate you can be. a matter of seconds, and a
the genre on its head, and It’s glorious freedom from the neverending stream of Miiverse
welcomes a different cadre of tyranny of the kill/death ratio, a artists showing off their skills
players into a subset of games return to exuberance, colour and in the bustling plaza hub from
that are so often about a very playfulness for a genre that too which you begin the game. The
particular set of skills. But often is deadly serious. Splatfest special events saw that
Splatoon doesn’t need you to Perhaps Splatoon’s greatest community come together for
pre‑empt opponents, aim down trick, though, is how it slowly intense weekends of battling,
sights or even score kills to score coaches the newcomer to the and it was wonderful to see how
well: you win here through ink point where you’ll be splatting the little animosity surrounded the
coverage. In an inspired piece of opposition left and right. Take the schism of fans into two camps for
holistic design, you can also roller weapon, which is just what an intense day of raucous battling.
assume squid form by holding it sounds: hold the fire button We’ve now seen the last of them,
down the left trigger, allowing you down and you push it in front of alas, but a large part of that
to surge at great speed through you, covering swathes of the map community remains, no doubt
your own ink or climb up even without even having to aim. Run partly thanks to such robust
sheer walls, plus you’ll slow down into an opponent, meanwhile, support from Nintendo during
and pin your enemies by covering usually by surprising them, and that first 12 months.
the ground around them in your you’ll roll them flat. You’re not Maybe that’s also down to
colour. It’s not so much spray much at a distance but, as you Splatoon’s character, which
and pray as spray and play. improve, you’ll learn to use the bears every Nintendo hallmark:
What makes Splatoon uniquely powerful short-range flick to memorable design, catchy music,
suited to experienced shooter fans defend yourself, or learn when unlimited enthusiasm, and
and total newcomers alike is how to stay submerged to pop out and offbeat charm. Spending time
this levels the playing field. Kills squish an unsuspecting victim. in Splatoon’s universe is a
pop your enemies into puddles Once you master that playstyle, pleasure, win or lose, which may
of your ink and keep you in the you could try your hand at a long- be why, over a year on, we still
game, so it never feels as if skill range squiffer sniper rifle, or the keep coming back for more.
144
31
Format GC, Wii U Publisher/developer Nintendo Release 2002
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30
Format 360, PS3 Publisher MTV Games Developer Harmonix Release 2010
Rock Band 3
The concept of Rock Band, being Harmonix, knows just where notes in sequence to feel its
rebel offspring of a Guitar Hero to swing its axe: not at the floor, power. That very real bridge
sold out to Activision, begins the kick drum or an innocent between game and musicianship,
when its art director watches a speaker, but at the ceiling. “Tried a plugging of one learning curve
live performance by The Who to run! Tried to hide! Break on into another across the gulf
recorded during the ’70s. Having through to the other side!” between games and everything
inflicted prolonged silence upon The instrument in question else, crackles like a jack against a
an electrified crowd, Daltrey is the Fender Mustang Pro, a socket. Envy those who can say
and co explode into a reprise of 102-button training dummy for they were there.
Won’t Get Fooled Again, backed tomorrow’s real musicians – at This wouldn’t work if Rock
by a fusillade of smoke and lasers. least, the ones too busy playing Band wasn’t already so great a
This moment of absolute Rock Band to learn a real music game, its glam punk vibe so
rock’n’roll decides at once the instrument. Too toy? Then infectious, its songs so carefully
look and feel of what is to be the empty your wallet for the Squire picked and annotated, its difficulty
anti-Guitar Hero, the Whisky A Stratocaster, which actually is a settings so tuned. Neversoft had
Go Go to its Hollywood Bowl. real instrument with a position- its moments, sure, from the
Cut to 2010, and the entire sensing maple neck for gameplay apocalyptic trilogy of Tool in
music game business is staring and MIDI support for recording. World Tour to the just plain
down the barrel of a gun. In fact, Because that last one, fun though mighty Guitar Hero: Metallica,
if you remember the investor it is to ride the new Pro Keyboard but Harmonix has had control,
panic surrounding the previous through Hip To Be Square, is and its path has always felt true.
year’s The Beatles: Rock Band, the the breakthrough. From any other studio, not
bullet’s already in the chamber, It’s not just that when you’re forgetting the bona-fide toolchain
leaving barely enough time for flicking through the manual for and distribution channel of the
famous last words. Activision this Eno-esque contraption game’s Rock Band Network,
goes first with Guitar Hero: you’re transported to a place Rock Band 3 would have collapsed
Warriors Of Rock, a painfully self- where ‘gameplay’ and ‘amp’ can be under its own weight.
conscious refresh with that most written in the same sentence, and So, no: there will never be,
telltale of gimmicks, a story mode. where a laptop, headstock tuners despite Ubisoft’s Rocksmith, a
The intro depicts a cartoon fight and a D-pad can appear on the music game like it. Pro mode
between a guitarist and a big robot same page. It’s nothing so obvious did not make a return for Rock
wreathed in flames. The reviews as Harmonix just wanting you to Band 4, making 2015’s back-on
are tepid, and the series dutifully stop pretending. It’s about contest between it and Guitar
slips into a coma. harmony and poise: a bunch Hero Live feel a little more like a
Rock Band 3 opens with The of real musicians from Boston cash-strapped reunion gig than
Doors, with words literally who are just as proud to make a comeback. FreQuency, The
shouted from the rooftops. videogames. It’s not technological Beatles: Rock Band and Rock Band 3
Perhaps it’s that you have to convergence that makes both – is it really a coincidence that
be there at the start to know how the Squire and Mustang work as Harmonix’s grandest, most
it should end – or perhaps that learning aids, but the design visionary games are the ones
only the creator has the right to excellence behind Pro mode itself, that lose the most money? Or is
self-destruct. But if this is to be mastered as it is to teach via play. it just that some musicians – the
the closing chord of the music On the one hand, it’s just a greats – are never so legendary
game’s encore – and make no hell of a lot of fun to fail at, like as when, to quote a messianic
mistake, that was the mood six all the best game modes. But you Jim Morrison, “this whole
years ago – then Harmonix, only have to strike a few correct shithouse goes up in flames”?
148
29
Format PS4 Publisher SIE Developer GenDesign, SIE Japan Studio Release 2016
150
28
Format 360, PC, PS3 Publisher Bethesda Softworks Developer Bethesda Game Studios Release 2011
152
27
Format PS2, PS3 Publisher SIE Developer Team Ico Release 2001
Ico
When did you first fall in love about escape – a narrative terraces and battlements. It’s
with Ico? Was it with that initial, designers fall back on again and built not just of polygons but of
misty glimpse of the castle that again, and for a simple reason: it textures: iron and brick, rotting
would become your prison? Or works. Put Yorda back into the wood and dirty glass. Surrounded
was it later, when the clip-clop of equation, both friend and burden, by billowing winds, empty of all
shoes on stone had settled into and the game suddenly ignites. but echoes and shadows, Ico’s
your mind, and you discovered, at Ico instantly becomes something castle is a place you’ll never forget.
the top of the tower, the ghostly far deeper than a mere obstacle There are plenty of other things
and innocent Yorda, suspended in course – it becomes a tale of the game gets right, of course:
her cage over a terrifying drop? responsibility and protection, a from the inky, unformed devils
Was it when you first protected story of growing friendship that emerge from the ground,
her, clumsily knocking away soot- between two lost children. taking a thousand shapes, eager
black spirits with an over-sized And that friendship, built on to drag Yorda away, to the sparse
stick, or when you first took her beckoning and disagreeing, united narrative, which never clutters
hand and half-urged, half-dragged by a plight but separated by just you with options or erodes your
her onwards, into the next room, about everything else, is one of enthusiasm with gameshow
and then all the rooms beyond? gaming’s greats. Never have variety the way other titles do.
Ico may be built from the same children seemed so much like At all times, there’s the universal
actions as other games – the same children, and never has trust language of simplicity at work in
running, jumping, climbing and slowly blossomed so elegantly. Ico, ensuring that, no matter how
swinging – but its real focus is far It’s there in the way Yorda’s complex the locations become,
more personal: people and places, tentative footsteps and desperate you’ll never be lost for very long.
the nouns rather than the verbs. leaps complement Ico’s youthful And while Ico lacks the meters
It’s these that linger in memory and often ill-judged movements, and hit points of traditional
long after the last wall has been a language built of wobbles and videogames, it absolutely makes
scaled and the final block pushed. lunges, of puffing, panting, and use of your own deep familiarity
This is a game about relationships, forever seeming inches away from with the form: climbing, running
a piece of alchemy wrought from an awkward sprawl on the floor. and jumping are all intensely
just three simple elements: Ico, It’s there in that lopsided run as natural, and the controls often
Yorda, and the castle itself. Ico drags Yorda behind him (aided seem invisible.
And those elements are in by an addled, unbalanced rumbling But when Ico ends, short yet
perfect balance throughout, each a in the controller – perhaps the gruelling, lightly told but deeply
point of the triangle supporting all most perfect use of haptic involving, it’s hard to recall the
the others. Just try taking Yorda feedback ever conceived). And story, the journeys, or the fights.
out of the equation. For a minute, most of all, it’s there in the way It’s hard to remember the tricks
try imagining things without her. Yorda only serves to complicate used to guide you through the
The result would still, probably, be things, impeding progress and game, or the clever level design
a memorable and challenging title: cutting off easy solutions. that brought you to that final,
the platforming is pure and And all of this plays out lonely beach. The plot fades away
unforced; the sparseness of the within the third and final element, and all that’s left is a sense of loss,
setting is elegant and almost the castle itself, whose puzzles, loneliness, and desolation – along
self-consciously Japanese. Ico’s though ingenious, never feel with static images that blend like
mechanics are certainly sound contrived or tacked on. This is a watercolours. And they’re nouns,
enough to work without any kind place of effortless contrasts, from not verbs: chains swinging in the
of gimmicks. But without Yorda, the gloom and rot of the cavernous wind, high windows, sun on brick,
this would be just another game interiors to the fading, sunworn and those two clasped hands.
154
26
Format SNES Publisher/developer Nintendo Release 1994
Super Metroid
It’s incredible that a game design, riddled with more secrets, mostly take the form of strange,
from 1994 can still be considered puzzles and mysteries than a Zelda barely sentient alien wildlife. Plant
one of the most atmospheric ever dungeon, is the most significant life undulates, statues’ eyes glint,
made. Great design is ageless, true, part of that. Caverns and ancient tiny insects scatter, electronic
but the audiovisual tools today’s hallways are just as meticulously arrays scan Aran, mutely. Lonely
developers have at their disposal drawn up as mazes in other games, as you are, it seems like something
for immersing players, for evoking but then disguised with a crust of is there and watching you, and it
place and time and tone, are light vegetation and dilapidation that feels like it’s the maze itself.
years beyond what was possible makes them feel much more Accompanying the lush, subtle
then. Yet Super Metroid remains a organic and twice as inscrutable. gloom of the graphics is one of
masterpiece of mood, a game that Despite the map that fills in as the finest soundtracks of the 16bit
can stop hearts and raise hairs. you go, it’s possible to feel utterly, era. There’s an unnerving abstract
It’s not exactly working with desperately lost, so thorough is quality to the toneless squawks
the most promising of materials, the misdirection, so carefully of the wildlife, the chirrups and
either. For all the Metroid saga’s hidden the clues. Seldom has any clicks of the machinery. Beneath it
reputation, its foundations are game had the courage to double- all are the dark choral intonations
the stuff of cliché: power-suited back on itself so often, and this of a series of unsettling, echoing,
cosmic adventurer battles space makes exploration feel natural and cyclical tunes that never resolve.
pirates and hunts energy-sucking, open-ended without sacrificing They just rack up the tension.
jelly-like aliens in mazes of caves. the pervading claustrophobia. This It all sounds rather oppressive,
With the NES original hailing is key to the game’s emotional and it certainly can be; for a fairly
from 1986, that’s easy to excuse. hold: there’s ultimately only one slow-paced, exploratory action-
It’s not quite so easy to explain way to go, and that’s down. adventure, Super Metroid is quite
how the Metroid games attained No game has ever exploited the the pressure-cooker. But its rich
the rarefied power they did. fear and pressure of descent so atmosphere beguiles as well as
They do deviate from cliché in well, not even the other Metroids, scares, draws you deeper into one
one crucial respect: the revelation nor Descent itself. The prologue of gaming’s most head-scratching
at the end of the first game that and the earliest sections of the and intricate mysteries. And any
Samus Aran, the protagonist in game proper are characterised by time you feel the weight of all that
that suit, was female shocked the impossibly long, implausibly quiet alien rock is getting too much, the
gaming world of 1986. At the time drops down empty shafts. The game, with exquisite timing, doles
it was a show-stopping reversal of airlessness and rising temperature out one of its genuinely thrilling
damsel-in-distress archetypes. are almost palpable. Although the suit upgrades. You start out strong
Super Metroid exploits the game clambers back to the surface and confident in the suit, then
contrast between the normal for much-needed gulps of air, you enjoy a prolonged power rush with
woman and the outlandish, know you’re always going to have each upgrade, eventually running
bulbous spacesuit better than any to go back, until the final boss at rocket speed, piledriving
other game in the series, revealing encounter – with that Freudian through walls and slicing through
a flash of Aran’s true form when nightmare, the Mother Brain – enemies. The upgrades’ ingenuity
the screen fades to white at every inevitably takes place at the very and potency are a perfectly paced
death. It makes her vulnerable as bottom of the very deepest pit. match – and reward – for the
well as mighty, and serves as an And it’s a journey you have to demands and frustrations of the
effective reminder of the extreme make alone. Enemies abound, but most bewitching maze in gaming
hostility of the environment. aside from the occasional skirmish history. No wonder that, all these
That environment is Aran’s with the space pirates and the years on, you can lose yourself in
chief opponent. The tortuous monumental boss battles, they it just as easily as you can get lost.
156
25
Format PS3 Publisher SIE Developer FromSoftware Release 2009
Demon’s Souls
Demon’s Souls is not only vicious, and eminently capable the gratitude that a struggling
one of the very best games of the of ending you within a minute. Demon’s Souls player feels for the
PlayStation 3 era, it’s also one Dropped into a temple with Phantom that helps them past a
of the best stories. Originally no guidance and faced with five boss that had them on the brink
released only in Japan and Asia Archstones, each the gateway of tears for hours previously. It
by a nervous Sony with little faith to a different flavour of horrific is a quasi-religious feeling.
in its prospects, Demon’s Souls nightmare, Demon’s Souls players Demon’s Souls’ most innovative
was discovered in the west by had to fend for themselves from and memorable boss is an
adventurous importers, and the first seconds. You fought with inversion of this spirit of
word of its extraordinary blend whatever you could scavenge, be camaraderie. Waiting at the top
of near-sadistic difficulty, dark- it halberd, spear, casting wand, of the Tower of Latria, the most
medieval fantasy and impenetrable greatsword or bow. You learned arrestingly horrendous of all
mystery spread online, prompting to survive or you died, over and Demon’s Souls’ locales, was the
a huge uplift in import sales. As a over and over again, each time Old Monk – a boss animated by
direct result, it was picked up for reappearing at the very beginning the summoned soul of another
US and (eventually) European of the area that you’d perished in, player. Having faced all manner of
release, and became a cult hit; with your hard-earned Souls gone awful things from the developer’s
its sequel Dark Souls grew into and every enemy right back where imagination, you would now find
a successful and beloved series. they were and ready to destroy yourself facing another person,
Demon’s Souls was an obscure you again. Demon’s Souls appeared a fellow traveller through the
Asia-only release propelled to at the height of the trend for horrors of Demon’s Souls. Other
worldwide fame and success by ‘cinematic’ games that led you by players in the form of Black
nothing but the passionate the hand, which made it all the Phantoms could invade at any
advocacy of its players. It is the more extraordinary that there was time, of course, providing you
kind of story that simply does not no help. Going from a more typical were in human form, but for the
happen in videogames any more. 2008 game to Demon’s Souls was Old Monk fight the game would
It is easy to see why players like plunging into an ice-cold pool pluck someone from another
of Demon’s Souls were quickly after a half-hour in a comfortably world regardless of whether
converted into evangelists. It is warm sauna: a shock to the they were intending to help or
quite unlike anything that anyone system, yes, but so invigorating. hinder you. It forced players to
had ever encountered before Except, of course, there was turn on one another, and it was
(except, perhaps, the few who help, in the form of the Blue the greatest of Demon’s Souls’
had braved the King’s Field series, Phantoms that you could summon many moments of genius.
FromSoftware’s earlier miserablist to help guide you through Demon’s The community around
fantasy). You play a dead thing in Souls’ deadly labyrinths – other Demon’s Souls proved to be every
an entire world of dead things, all players, scarred by their own bit as extraordinary as the game
of which are trying to destroy you experience, who’ve faced exactly itself. Outside of the game world,
in creative and unexpected ways. the same challenges. There was players congregated on wikis
Its multitude of awful creatures – always a reasonable chance when and forums to piece together its
manta rays that swim across the summoning a helper in Demon’s secrets, develop strategies, offer
sky, sending iron javelins down Souls that they’d be exactly as advice, excavate its lore. Playing
to skewer you; skeletal warriors; hapless as you, but now and it becomes an obsession that
awful octopus-headed mages that then you’d get a valiant protector persists outside of decaying
ring sinister bells; giant arachno- who knew exactly what you were Boletaria and in endless real-world
centipedes with a multitude of in for and was ready to guide you conversations and anecdotes. It is
human faces – are frightening, through it. There is nothing like a game that no player ever forgets.
158
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Format PS4 Publisher SIE Developer Guerrilla Games Release 2017
160
23
Format GBA Publisher Nintendo Developer Intelligent Systems Release 2001
Advance Wars
It’s hard to say how much attention for an eight-hour flight. clarity. Advance Wars recognises
of the regard in which we hold It was a revelation. Intelligent its immense debt to that greatest
Advance Wars is down to it being Systems complemented it with of military strategy games, chess,
the first Nintendo Wars game to be a superb, streamlined and ultra- and it’s not about to discard its
released in the west. The 2001 fast interface, the GBA hardware most basic building block.
GBA title came out of the blue – a brought a large screen that could What’s perhaps more of a
turn-based military strategy game be packed with map information, surprise is the depth of tactical
from Nintendo, of all companies – and the deal was done. advantage to be squeezed out of
yet arrived with a full 13 years’ Well, not quite. If one thing the very simple terrain rules. This
development behind it. Intelligent sets Advance Wars apart, it’s becomes particularly apparent
Systems had been making these presentation. Intelligent Systems’ when under the fog of war,
games, virtually unknown outside stroke of genius with this series Advance Wars having one of the
Japan, since Famicom Wars in 1988, rebirth – the one thing, above most sophisticated yet easy-to-
with two home console versions all others, that carried it to grasp applications of this concept
and three Game Boy iterations international success – was to do in the entire strategy genre. The
already produced prior to the GBA the utterly implausible, and make use of high-ground spotters and
edition. Advance Wars and its war cute and strategy cool. Every forest cover can lead to a single
sequels even cherry-picked some aspect of the art is perfectly turn in a complex match meriting
of the best maps from their judged: the clean-cut sex appeal of endless contemplation.
predecessors. No wonder it the manga characters; the vehicle Extremely rarely among
seemed so perfect. designs, irresistibly chunky retro- strategy games, Advance Wars’
Advance Wars 2 and Dual Strike futuristic toys, showed off in a design adapts perfectly to both
could add nothing to its formula, brisk illustrative cutscene at every carefully crafted, objective-based
although heaven knows they tried. confrontation; the on-map unit scenarios with pre-deployed units,
They couldn’t break it either, and icons that pack immense charm and a more traditional capture,
are excellent and only very slightly and character into a handful of build and fight mode. The latter
over-egged games. But the first pixels; the excitingly brash arguably has longer legs, both in
Advance Wars remains the peak of dynamism of the frontend. It’s multiplayer and in the standalone
the series, and one of very few everything strategy games aren’t War Room maps (the pursuit of
games on this list or anywhere – immediate, youthful, energetic. S-ranks in which has become the
that it is impossible to imagine Of the balance of air, sea obsessive goal of many a player).
being able to improve. and land units, their ranges That said, however, it’s Advance
Part of that is down to the and effects and strengths and Wars’ ability to deliver concise,
synergy between hardware and weaknesses, it’s hard to say intriguing, dramatic, sometimes
software. If turn-based strategy anything other than ‘perfect’. even funny pre-scripted scenarios
was on the point of death at the Advance Wars takes scissors- that makes it so accessible to the
turn of the century, it’s because paper-stone and explodes it into a strategy novice.
few developers outside Intelligent complex, cascading web of units The complexity and subtlety of
Systems had realised how perfect that somehow always comes full ideas Intelligent Systems can pack
a fit it was for gaming on the circle – fighter-copter-mech- into a single 10x15 grid is a lesson
move. Totally devoid of time tank-rocket-cruiser-fighter, for in game design economy. And, on
pressure, interruptible at any one. The positional interplay of a Game Boy Micro, Advance Wars
point, easy to support multiple direct and indirect units is is a true best-in-genre and a life-
players on a single handset, and so exquisite, and the extremely strict consuming, long-haul game you
flexible that it could fill a spare grid format renders this supremely can fit in the palm of your hand.
five minutes or fully absorb your intelligent system with total Sometimes less really is more.
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22
Format PC, PS4 Publisher Thekla, Inc Developer In-house Release 2016
The Witness
The Witness’s first puzzle retained for every panel puzzle in the determination that pushes you
is so simple, it’s almost insulting. the game (which number in the to see off the maze challenges.
A short, straight line with a start hundreds), but an astonishing This beauty provides welcome
and exit; place the cursor at one range of smart supplementary respite from the devilishly
end and drag it to the other side to rules, environmental factors and difficult puzzles that characterise
open the door that caps the eerily mischievous subversions ensure the game later on. But while some
quiet tunnel in which you find that players are kept on their toes. have flippantly described The
yourself when the game begins. It’s difficult to describe these Witness as the “Dark Souls of
The next one introduces a right ideas without spoiling them, but puzzle games”, simply because it
angle to the mix, but nothing broad examples include: the doesn’t pull any punches, there’s
more. With a quick flourish of the separation or pairing of symbols; certainly a comparison to be made
cursor, the second door unlocks tracing particular shapes and in the masterful world building,
and you emerge into the game’s hitting certain markers; and which conceals secrets in plain
sun-drenched island setting. intuiting a solution in the face sight, second guesses your
These opening tasks may of distracting or obfuscating expectations, and unfurls as you
appear excessively reductive, but conditions and surroundings. open up shortcuts and grow
they set the tone for a game that Much of the pleasure derived from familiar with the island’s layout.
smartly – and, for the most part, The Witness is as a result of the But everything we’ve described
wordlessly – teaches you its ‘a-ha’ moments you’ll experience is only the slightest scratching of
mechanics through a series of on spotting the solution (or at The Witness’s surface. Beyond its
ever-more-complex conundrums. least method) to an apparently crafty line puzzles and entrancing
At this point, before you’ve set impossible puzzle, and in realising open world lie several more layers
out to explore properly, you’d be what you’re capable of. of brilliance – and far from being
forgiven for assessing The Witness But that sense of discovery bolted-on extras, or jarring
to be little more than a collection isn’t limited to puzzle solutions, mismatches, these additional
of puzzles wrapped in the clothing and extends beyond the game’s strata represent ever-deeper
of a particularly handsome core into the world. Divided into explorations of the game’s already
firstperson adventure. But after a 11 distinct areas, each with its own tightly packed themes and ideas.
few hours spent in its company, it visual style and particular puzzle For all that, The Witness’s
becomes apparent this is a project rulesets, the island is a calming, greatest achievement lies in its
of startling, dizzying ambition. mysterious contrast to the brain- willingness to trust in players’
But the foundation for all of twisting problems posed by the intelligence and fortitude. It
this is the game’s vast collection panels set up here. Crumbling boldly, unapologetically presents
of ostensibly straightforward maze architecture sits amid mint- and challenges that require you to use
puzzles. Each one has at least one mauve-coloured grasses; water the deductive instincts years of
start point, denoted by a circle trickles down stepped waterfalls hand-holding games have taught
whose circumference stands proud as it cuts a path through a glaring- you to suppress; while maze
of the pathways that extend from white chalk mine; while a puzzles are inarguably the driving
it, and one or more exits, which perennially autumnal woodland force at its core, you’ll need a far
are represented by a short dead- area envelops you in fiery reds broader sense of awareness to
end that concludes with a curved and shimmering golds. It’s an succeed. And the waves of
tip. To solve a maze you must overwhelmingly beautiful place, triumphant exaltation that
trace an unbroken line from start and the drive to gawp at the next accompany your success, instantly
to finish, at which point your stirring view or find out what washing away any frustration from
route will light up and freeze in lies farther down the flotsam- dozens of previous failures, are
place. This basic mechanism is strewn beach is as strong as among videogames’ most potent.
164
21
Format Switch Publisher/developer Nintendo Release 2017
170
20
Format 360, Arcade, PC, PS3, PS4 Publisher Capcom Developer In-house, Dimps Release 2008
168
19
Format 360, PS3, PS4, PC, Xbox One Publisher Konami Developer Kojima Productions Release 2015
170
18
Format PS4, PSVR Developer/Publisher Enhance Games Release 2016
Rez Infinite
When it launched in 2001, Rez Infinite just works. It is too an idea that’s put to brilliant use
Rez was an instant classic. But to abstract, too psychedelic to during boss fights: the action can
creator Tetsuya Mizuguchi, it was trouble you, even as it sends you get so hectic at times that
always a compromise. Creative flying through wireframe space, hammering the X button is your
works almost always are – there’s before abruptly yanking the only chance of survival. More
an inevitable conflict between camera through 180 degrees. often than not, the backing track
ambition and reality at some The story is piffle, really, its will be optimised for it.
point. But to Mizuguchi, Rez was tale of an AI in the throes of an Until Infinite came along, the
compromised from the moment existential breakdown merely high point of Rez was the fifth
he first thought of it. The game providing the setup for the and final level. Adam Freeland’s
in his head wasn’t meant to run audiovisual assault to follow. You pitched-down, dubby breakbeats
on a CRT television with a 4:3 start out as an amoebic blob, soundtrack a journey through a
aspect ratio, or to be hemmed racing through layers of machine fractal forest that takes you right
in by the processing limits of a code, dispatching waves of to the core of the machine to face
Dreamcast or PS2. It was vast, all- enemies en route to the area’s the AI. Then came Infinite, and
encompassing and pin-sharp, an boss. Tap the fire button and with it, Area X.
inescapable assault on the senses. you’ll send off a single shot; hold Don’t get us wrong: Area 5 is
It was in virtual reality. it down and you can store up to still a delight. But Area X is
Fifteen years later, technology eight rounds by tracing your something else. Made specifically
finally caught up with Mizuguchi’s reticule across every enemy on for Infinite and with VR in mind,
fantasy. Rez Infinite doesn’t have screen, the volley fired at once it uses PS4’s processing grunt to
to be played in VR to sing: it’ll upon release. That, and a smart the fullest. While the game’s other
run in native 4K on PS4 Pro, for bomb for when things get hairy, is levels are on rails, Area X gives
instance, and even on a standard the sum total of Rez’s mechanics. you full control over your
1080p set anyone who played the Or so you’d think. A single shot movement. Where vanilla Rez is a
original, or its Xbox 360 HD sounds like a hi-hat drum hit; a wireframe world where enemies
remake, will feel as if the scales burst emits a choral ‘ahh’. The disintegrate, Area X is made of
have fallen from their eyes. But in action is set to a dark, pulsating, particles, and defeated enemies
VR, well, heavens above. There is electronic soundtrack, penned by explode in a shower of sparks. And
simply nothing like it. famous names such as Ken Ishii while the five classic levels are set
Age is in many ways its greatest and Adam Freeland. The result is a to dark, pounding electronic
asset. While so many games made game that plays out like the light music, Area X is soundtracked by
amid VR’s resurgence strive – and show for the best DJ set you’ve a gorgeous, etheral vocal-trance
generally fail – to deliver 2017-era ever seen at the greatest club in track. When Mizuguchi first
visuals, Rez’s clean lines are no the world, with you on percussion. showed it off, excited journalists
trouble for PS4’s processor, even As in the best music games, wrote about how they were moved
when taking VR’s lofty power there’s a tension here between to tears. We didn’t quite get to
requirements into account. While efficiency and performance, and that point, but perhaps our brain
modern VR games try to utilise it is this conflict that gives Rez was too busy dealing with the
contemporary mechanics, at its Infinite its magic. Sure, you could shuddering, full-body high to even
heart Rez is a simple on-rails destroy every enemy on screen think about troubling our tear
shooter, controlled with head- with a perfectly executed charge ducts. It is an experience that
tracking and two buttons. And shot. But the music is swelling has to be had to be believed, the
while other developers struggle to to a crescendo; who could resist defining element, of the definitive
deliver their visions in a way that building it up further with a version, of the most transcendent
avoids making players nauseous, button-mashed drumroll? It’s music game of them all.
172
17
Format PS4 Publisher SIE Developer Naughty Dog Release 2016
174
16
Format GBA, SNES Publisher/developer Nintendo Release 1990
176
15
Format 360, PS3 Publisher/developer Rockstar Games Release 2010
178
14
Format N64 Publisher/developer Nintendo Release 1996
Super Mario 64
To get one of the ‘secret’ castle after Mario himself. Miyamoto that always outstrips yours, so you
stars in Super Mario 64, you need insisted that it had to be fun always have multiple things to do
to catch a yellow rabbit. It’s there, simply to manipulate Mario with and are free to pick what to tackle
unexpectedly, when Mario unlocks no rhyme or reason. This resulted and when. It’s so commonplace
a door in the basement of Peach’s in a game in which moving around now that it’s easy to forget how
castle, hopping to and fro. There’s in 3D wasn’t just easy, it was alarmingly freeform this was.
no hint that you’ll be rewarded for intoxicating and hilarious. It takes Then there are the two endings
capturing it; you just try because a while to get to grips with moving – you can beat Bowser barely
in this warped, consistently Mario relative to the uncommonly more than halfway to attaining all
inconsistent, logically illogical, free camera; it could never be as 120 stars, offering satisfying goals
so-surreal-it’s-real universe, it instinctive as it had been in 2D. for both everyman and Mario
seems like the thing to do. And To compensate, Mario got a set of fanatic. But mostly there’s the fact
because it’s fun. It’s a throwaway moves so complex, so extravagant, that this abstract currency of stars
moment, but it also says a lot so focused on pure entertainment meant anything could count –
about this era-defining game. value, that it included an entirely even, yes, catching a rabbit.
Super Mario 64 was a voyage of pointless breakdance routine. To All of this is what makes Super
discovery for everyone: Shigeru this day, it’s virtually impossible Mario 64 such a visionary and
Miyamoto, his design team, EAD’s to fire up the game without taking profoundly influential game. All
coders, and us. It’s been said that a moment to do handstands on of this is also what ultimately ate
its achievement was transposing treetops and triple-jump dives away at the pure platforming genre:
Mario’s world into 3D but, with into the water. Mario occasionally although Super Mario 64 never lost
the exception of the vertiginous attains such giddy, uncontrollable sight of the running, jumping and
Bowser stages, it did nothing of momentum that he seems to have falling, it offered a blueprint for a
the sort. It made an entirely new a mind of his own. scattershot, activity-centred style
world for him and around him. If It’s logical enough that, as the of game design.
Ocarina Of Time was a translation, first test of Mario’s motion, the But none of this is quite what
Mario 64 is a whole new language. developers gave him something to makes it a work of genius. That
And it didn’t stop at defining chase after. It’s more surprising lies in its expression of beautiful,
the exploration of 3D space: it that MIPS the rabbit made it into funny and wicked ideas that could
broke every conceivable boundary. the final game. He did so because only exist in a 3D game space. It’s
Who says a level needs to have a Miyamoto’s visionary team built a the infinite staircase you’re always
start and an end? Who says it place that could accommodate him at the bottom of. It’s the secret
needs to be the same every time – or pretty much anything. Mario entrance you glimpse in a mirror.
you go in it? Why should levels be 64’s structure of entrances to self- It’s the mind-messing reversals
connected in a string – can’t they contained levels around a hub of Tiny-Huge Island, the spooky
grow organically out of a hub? became the de facto standard for underground town-in-a-box, the
Does everything in the levels 3D platform games and action- microcosmic Igloo ice maze, the
really need to have a point, adventures, at least until GTAIII ship rising from the sea bed with
anyway? And let’s face it, does a showed what could be done with a you inside it. It’s the unfettered
level even need to be a space at all? single, contiguous space. But even wonder of one of videogames’
Couldn’t it be – say – a rabbit? more radical and long-lasting than finest minds seeing that the world
That slippery rabbit – named the way it structured space was has three dimensions, devising
MIPS, after the Silicon Graphics the way it structured goals. something you’d never have
subsidiary that worked on the There’s the use of the stars as a thought of, and – with typically
N64 architecture – was, in fact, system of progression, opening up gleeful generosity – allowing
the first part of Mario 64 to exist, the castle and the levels at a pace you to discover it as if you had.
180
13
Format 360, Mac, PC, PS3 Publisher/developer Valve Release 2007
Portal
Type ‘idclip’ while playing above into the one below as you with the rest. Peek beyond, and
Doom and you can walk through accelerate up to terminal velocity, you find the dirty, over-engineered
walls. It’s just a cheat code, but or staring at your own back scaffolding on which the
dematerialising the linedefs and repeated infinitely into the predominantly gleaming white
vertices that define each level’s distance by the portals placed chambers of Aperture Science
perimeter offers fresh perspective in front of and behind you. are built. Look closer and you’ll
on their construction. Fourteen More usefully, you can appear discover evidence of former test
years after Doom’s release, Valve on the other side of an otherwise subjects – cubbyholes, hideaways
made Portal, a game that’s wholly insurmountable gap or, thanks to and unofficial pathways smeared
focused on disrespecting the conservation of momentum, fling with graffiti, all beyond GLaDOS’s
boundaries set out for you. yourself to great heights. Quick- surveillance network. Despite the
Based on a project called thinking players can avoid fatal power of your Portal Gun, you can
Narbacular Drop, created by impacts, and later on in the game never outmanoeuvre Valve’s level
students from DigiPen Institute you can use portals to break designers, of course, but Portal
Of Technology, Portal is a mind- dangerous lab equipment, such as makes you feel as if you have, each
bending firstperson puzzle game the game’s chatty sentry turrets, fresh discovery seemingly entirely
that chronicles the rebellion of by conjuring up a warranty- your own as you begin to break
lab-rat protagonist Chell. Awaking voiding fall right underneath out of the claustrophobic confines
to find herself in an Aperture their adorable, murderous feet. of Aperture’s network of test
Science Enrichment Center cell, For all the gun’s brilliance, chambers and gain the upper
she is funnelled through a series however, the real star of Portal is hand. In threading everything
of increasingly complicated tasks GLaDOS. Voiced by Ellen McLain, together, the game sets a standard
under the watchful observation of the derisory AI spends the for environmental storytelling
GLaDOS (Genetic Lifeform and duration of the game patronising that has yet to be bettered.
Disk Operating System), an AI and belittling you. And yet Portal’s mix of elements is
taskmaster shot through with a GLaDOS’s sustained assault on so expertly constructed that its
streak of petty sadism. your self-confidence lends the impact isn’t greatly diminished on
Making your way through each game a strangely charming a second playthrough, despite the
chamber would be impossible atmosphere, and the impulse to fact that you’re now armed with
without Portal’s contribution to hear the next brilliantly conceived the foreknowledge of all the puzzle
firstperson tools: the Aperture put-down is no less powerful than solutions. And, as added incentive,
Science Handheld Portal Device. the drive to solve the game’s Valve throws in Challenge Maps
As weapons go, it’s as imaginative puzzles. Don’t let the simplistic and Advanced Chambers, the
and versatile as Half-Life 2’s memes that emerged from the latter complicating matters with
Gravity Gun and even more fun game put you off: Portal’s is a new hazards, the former keeping
to wield (its ancestry is betrayed videogame script of uncommon everything the same but requiring
by the tool’s secondary ability to inventiveness and hilarity. you to complete each puzzle in the
pick up and toss objects). Once Having already subverted shortest possible time or with the
up to full functionality, the gun so many firstperson traditions, fewest steps or portals possible.
is capable of creating two portals, Portal goes further by slowly It’s telling that, even under such
one orange and one blue, with unravelling its own fiction. It scrutiny, the game never threatens
anything that passes through starts with a loose panel here to reveal any weaknesses along the
one emerging from the other. and there, an abandoned office way. Nine years on and in the
As such, you can set up left open or a segment of the company of a brilliant sequel,
fascinating feedback loops: compound’s shifting walls that’s Portal feels no less wondrous
perpetually falling from a portal been prevented from sitting flush today than it did in 2007.
182
12
Format Wii U Publisher Nintendo Developer PlatinumGames Release 2014
Bayonetta 2
Bayonetta 2 very nearly While aimed squarely at genre expanded, and your health bar will
didn’t exist. After one poor fiscal connoisseurs, with its extended have grown, but your core skillset
quarter too many, the original air combos, cancels, parries and all – watch, wait, dodge and then
game’s publisher, Sega, was told by manner of advanced techniques, steam in – is the same from the
parent company Sammy to narrow the key to Bayonetta’s magic is its first minute to the last.
its focus onto proven hits. That accessibility. Squeeze the right Well, almost. It might have
meant recognisable IP such as trigger and our hero cartwheels Nintendo’s name on the box,
Sonic and Aliens, and reliable away from incoming attacks; but Sega’s legacy lives on in an
performers such as Football time it right – which you almost After Burner pastiche that has
Manager and Total War. There was certainly will, because the input Bayonetta and pal each stand on
certainly no room on the newly window is generous in the the back of a jet fighter and fire
risk-averse publisher’s release extreme – and time slows down, magical bullets at waves of
slate for a complex Japanese giving you a few seconds to dole enemies. If some hard-worn 16bit-
brawler starring a sexy, sassy out damage without fear of era platform loyalty means that
witch who makes lascivious quips reprisal. Melee combat games are doesn’t sit right with you, it can
while kicking angels and demons defined not just by the means they quickly be transformed into a
in the face. While 2010’s Bayonetta give you to kill things, but how Star Fox homage by donning a
was a critical darling and a cult they enable you to keep yourself Fox McCloud costume that not
hit, a sequel was never going to do alive, and it is a rare game indeed only changes the look of our
the numbers Sega now needed. that manages to blend the two protagonist, but also turns the
We’ll never know quite how far without making something so plane into an Arwing, the dodge
along it was when the axe dropped frighteningly hardcore that most into a barrel roll, and shows three
– though it was far enough for players will never see it through. allied ships behind you in a
Sega’s PR team to talk to us about Devil May Cry 3’s Royalguard style cutscene. Elsewhere, Bayonetta
a possible cover story – and for a is a beautiful thing to watch being borrows duds from the likes of
while it seemed as though the used skilfully, but put a pad in Link and Princess Peach, and uses
sequel to one of the great melee inexperienced hands and you’re Nintendo-themed weapons,
brawlers was set to lie forever on only going to see someone including one modelled on a Chain
an Osaka cutting-room floor. embarrass themselves. Bayonetta 2 Chomp. All these are also available
Then Nintendo unexpectedly retains the sky-high skill ceiling in the original game that comes
saved it. Bayonetta 2’s subject that the purists crave, but down bundled with Bayonetta 2’s special
matter and target audience may on terra firma it’s perhaps the edition, a sales-minded decision
seem an even less suitable fit for a friendliest on-ramp that this by Nintendo aimed at luring in
largely family-oriented company, genre has ever known. those who never played the first
but the Umbran Witch is more at Witch Time, as the dodge’s one that also helped solve a
home on Wii U than you might effect is termed, also gives potentially lengthy office
think. With its bold colour palette, Platinum the means to ramp up argument about whether the
blue skies and playful humour, the odds against you, so within original or its sequel was the more
Bayonetta 2 is a more appropriate minutes of loading up the game deserving of a spot in these pages.
stablemate for Mario and Yoshi you’re being chased up the side of The truth is that both games are
than Master Chief or Lara Croft. a skyscraper by the snapping jaws essential, but Bayonetta 2 wins
PlatinumGames’ commitment of a dragon from Hell. Things just the day, if only for the way it
to flow and feel mean that, in get bigger and sillier from there, cartwheeled away from the axe
Wii U, its game found its most and by game’s end you’re bopping and slapped the suits in the face,
appropriate home – if not for gods on the nose without batting escaping development limbo to
potential sales, then in spirit. an eyelid. Your moveset will have become the best game on Wii U.
184
11
Format Various Publisher Various Developer Mojang Release 2009
Minecraft
Minecraft stands So Minecraft is big. You knew every advance has you learning
monumental. Its value ($2.5 that. But the sheer variety and new insights into the way the
billion, according to Microsoft) scale of its achievements are still world works. Many of the post-
is one thing, but quite another important to note. And they aren’t Minecraft games that use crafting
is its stature in the industry and why you should play it. The real mechanics employ them as ways
beyond. Notch, now with 3.8 secret to Minecraft is that despite of slowing player progression,
million followers on Twitter, is all of that hugeness, it remains making them grind along defined
a developer icon, having created personal. You could say that it’s lines of progression, metering
the game largely in public and huge because it’s personal. their achievement. Minecraft’s
crafted it in response to player For a start, that success approach is far more humanistic.
reaction. Minecraft’s current-day has been down to players, not To get to the Nether dimension
developers – Jeb, Dinnerbone, multimillion-dollar marketing you’ll need obsidian, but it’s up
Grum et al – attract mobs at any campaigns. It was as if it was built to you how you get it. Or maybe
event they attend, and are revered for, dare we say it, virality. With you just start a farm instead.
as gods at their game’s official no tutorial and facing a world in What makes it all seem
convention, Minecon. Their which without preparation they accessible is down to the fact it’s
uncommon familiarity to fans would be killed by monsters on all made of blocks. They’re big,
has melted barriers between their first night, early players hard to miss, tempting you to
players and makers. needed to learn how to make a understand their properties. And
Minecraft was the catalyst for pickaxe and a torch, and build a when you place them, it’s hard
the explosive growth of a new shelter. Very quickly, the act of to make things that look truly
genre, the sandbox survival game, playing meant joining other terrible, and they’re easy to wipe
and its naive-seeming pixelated players, if only by watching their away and rebuild. Minecraft
blocks popularised a new aesthetic videos or reading their tips on requires none of the sculptural
that’s become for a generation of forums, to develop a knowledge facility that most 3D building
players as natural a signifier of of how things work, ready to be tools demand, and yet still offers
‘games’ as Mario’s smiley faced passed on to the next newcomer. great flexibility in terms of both
Mushroom Kingdom. Perhaps What made players persevere scale and detail. Make a world!
more so. It’s YouTube’s most were the still-brilliant interplays Make a house. It’s up to you.
popular game, having made between an exciting scenario Minecraft’s redstone, which
genuine stars of many YouTubers. (survive, explore and build in a enables machines to be built, and
Minecraft’s gently melancholic wild world where monsters come command blocks, which give finer
music, punctuated by TNT blasts, out at night!), an intricate crafting control over the way the game
is the soundtrack to legions of system, and the many little behaves, allow players to create
parents’ lives. It’s on everything, complexities that arise from the worlds with new rulesets that can
after all, from smartphones to simple rules that govern blocks, tell stories or allow specialised
PS4, as well as in classrooms. creative freedom, and getting to functionality. If you want more,
It’s sold over 100 million copies. play it all with other people. there’s always modding.
And it’s a platform for many more Minecraft’s crafting system These tools aren’t easy.
experiences besides, like Survival unfurls as you progress: from Minecraft as a whole isn’t easy.
Games and Build Battle, products chopping wood to finding iron, And yet it’s only as hard as you
of a vast, often self-taught discovering diamond ore deep want it to be. That’s a value that
community of mod makers, server underground and building a Nether permeates the game and why it’s
owners and creative teams who portal. Each stage opens new captured so many imaginations
have formed a professional possibilities and feels organic and since it emerged seven years
industry around the game. rewarding on its own terms, and ago, and is still capturing more.
186
10
Format 360, GC, PC, PS2, PS3, Wii Publisher/developer Capcom Release 2005
Resident Evil 4
The phrase ‘a new kind of evil’ accurate shot, slowly filling your making moves with devilish
has been devalued over the years, rifle scope. Laxatives? Try the cunning, it validates perhaps the
but not by Resident Evil 4, where sound of a chainsaw. series’ biggest gamble of all: the
clucking chickens scamper at the Subversion is Resident Evil 4’s retention of its archaic tank
feet, cows lazily chew cud in their secret weapon, the very best of its controls. In the absence of circle-
stalls, men tend the crops, and scares powered by reversals of strafing, it’s the same old game
women stoke a communal pyre on expectations. Never before has the of trepid steps, urgent retreats
which trespassers are burned alive. series cast you as ‘un forastero’ – and panic-inducing turns.
In the parochial mob, Shinji an outsider. Having seen Leon S Now, though, there are brand-
Mikami and Production Studio 4 Kennedy through his role of new players. Ganados and Los
found something scarier than the defending his hometown against Illuminados footsoldiers won’t
common gang driven by money or the T-virus outbreak in Resident merely amble into your sights,
delinquency: pure, unbridled hate. Evil 2, now you join him as a they’ll run outside of them, duck
For the first time one of the series’ heretic in a world that’s dropped as you take aim, sidestep, run, or
games lives up more to its western off the knife-edge between rural sneak up behind you and laugh.
title than its Japanese original, tranquillity and abject barbarism. Groups will slowly advance while
Biohazard. Despite familiar themes Everything from the man-traps to those at the back take aim and fire
of infection and possession, there the pervasive fog suggests a place arrows, throw knives, sickles and
really is a new kind of evil at work that, from mortar to flesh, has makeshift spears. For once, you
in its obscure parish setting: an mobilised against you. have all the high-tech weaponry
indigenous, human kind. No matter the tools you acquire in the world while your enemies
How easy it was when it was (rocket launcher aside), it will are medieval throwbacks. And it
just zombies, so simple to predict always outmanoeuvre you. If the helps you not one jot.
and dodge. There’s a reason why series drilled the same rules of The decision to ditch the series’
your first encounter with Los engagement deep into your head ubiquitous storage chests but not
Ganados mirrors the controversial over several games, this one its personal inventory system, that
‘head-turning’ sequence of the switches them with malicious obstructive block puzzle of objects
very first Resident Evil. Just as the glee: headshots trigger dangerous and slots, seemed absurd until
bar was being set back in 1996, mutations, enemies hide their Capcom willed it to succeed. The
here it was being reset for a new weak spots, paces quicken and carnival-style shooting stages are
generation. When that villager’s slow to disrupt your tactics. as incongruous to Ramon Salazar’s
head snapped towards you, Still a quintessentially Japanese castle as a pub quiz machine, but
focusing a glare full of feral rage, production, Resident Evil 4 is self- nobody would see them removed.
it was the first time in nine years aware, happy to bring down the And the merchant is the most
you’d emptied a clip out of fear. fourth wall and packed with all the traditional device the series has
If earlier sequels tirelessly rung usual otaku fetishes: a Lolita girl ever used, his repeat appearances
the changes in search of the right sidekick, a lipstick mercenary, following no logic known to man.
combination, this game sounds a heavy weapons and pantomime Would a more po-faced game have
klaxon. It has less forgiveness, villains. And it’s still a Resident included The Mercenaries as an
more action, less backtracking and Evil game, pulling off the near- extra, for perhaps the greatest
a whole lot more gristle. Fear? Try impossible by retaining almost all bonus mode ever? Doubtful.
the feel of your heart pounding as of the mechanics of its ancestors If it’s the details that make a
you’re smoked out of a bell tower, yet somehow working them to game special and the dynamic
into the murderous crowd. Horror? its advantage. With its enemies that makes it great, this hit both
Try the sight of a Regenerator, employing all kinds of strafes and marks square between the eyes.
immune to all but the most subterfuge, shifting gears and A momentous, bloodcurdling epic.
188
09
Format 3DS, GC, N64 Publisher/developer Nintendo Release 1998
190
08
Format Wii Publisher/developer Nintendo Release 2010
192
07
Format Various Publisher/developer Various Release 1984
Tetris
Some say Tetris is so pure before you consider score, Tetris of quests in a log – and wipe it
and simple that it barely qualifies lures you into worry about where clean. Tetris’s stroke of genius
as a videogame at all. To others exactly that next block should go. isn’t to take destruction out of
it’s the videogame reduced to its It’s said that the best-designed the equation, but to unite creation
essence. Tetris did, however, come games leave players only ever and destruction in a single, simple,
from outside the then-young blaming themselves for failure. In endlessly compulsive act.
videogame industry: a computer Tetris there literally is nothing else Although Tetris spread on word
research lab in Soviet Russia, and you could blame (except perhaps of mouth and on its undeniable
the interest of a puzzle-loving the vicissitudes of random block merits, there were external factors
mathematician, Alexey Pajitnov, selection), since you design the in its success too. One was timing.
in the nascent field of AI. To levels as well as play them: it The Cold War was thawing and
him, a puzzle was something begins with just an empty screen, the game became symbolic, the
that functioned on levels both and it’s your own placement of first great entertainment export
logical and psychological, the falling blocks that dictates the of a new Russia. This was cleverly
mathematical and emotional. difficulty. It’s a strategy game in exploited in graphics and music
Certainly, the design Pajitnov redux, where planning is all: it’s added by the western and Japanese
arrived at via this unusual route not just pieces piling up at the companies marketing the game.
is a work of psychological genius foot of the screen, but dozens of Beyond that, Tetris can be coded
that manipulates its human test micro-decisions, be they careful, to run on just about anything, and
subjects like lab rats. Simplifying panicked or impulsive. You watch it has been: computers, just as PCs
the Pentomino geometric puzzles as an accumulation of your own with basic graphical capabilities
(whose pieces are made from five failure – not the work of some started appearing on every desk in
squares) into tetrominoes made of cruel designer, but your own the world, then Nintendo’s Game
four squares, Tetris adds the time actions – climbs up the screen. Boy, where it was instrumental in
pressure, random sequencing and And there’s nothing you want turning both game and device into
limitless scope that running on a more than to make it go away. phenomenal successes, and on to
computer allows. Four squares can Tetris’s abstract, peaceful everything from mobile phones
be combined into seven possible nature – its supposed avoidance to iPods to calculators.
shapes, matching the seven things, of the destruction, consumption Pajitnov created Tetris while
give or take, that the human brain and competition that have always working for a Communist state,
is supposedly able to recognise at dominated the videogame form – so it was claimed for the people
once. Here is a game that operates is often cited as the reason it has (ie, the government) of Soviet
on a subconscious level, slotting reached a far wider audience than Russia. All this initially meant was
into the brain like one of its pieces other games. It might be fairer to that it was only western licensees
into the gap awaiting it. credit Pajitnov’s clear vision of which really profited from it. But
In fact, Tetris is probably best the fundamental emotions and the unruly tangle of its bungled
played subconsciously, in a zen thought processes contained in rights sales, and the difficulty of
state where matching blocks and all games: discovery, recognition, clamping down on clones of a
clearing lines is a near-automatic completion. The context may game almost any programmer can
response. But several aspects of differ, but the player’s most basic remake, has spread Tetris farther
the game constantly pull you out motivations in Tetris are shared and wider, in more versions, than
of that state. The scoring system with the vast majority of other any videogame before or since.
dares you to build higher and more games: the adrenaline kick of fast In a beautiful irony – and not in
complex structures so you can reaction, plus the urge to impose a way the Politburo would have
eliminate four lines at once in the order on chaos, to take a slate – meant – Tetris is still the people’s
big-scoring ‘Tetris’ move. But even of blocks, of enemy spacecraft, game, and always will be.
194
06
Format 360, Mac, PC, PS3 Publisher/developer Valve Release 2004
Half-Life 2
Had it slipped even further Worse than the discovery of there in the places where it
from its intended 2003 release Overwatch soldiers burning bodies matters most: Nova Prospekt,
date, sending expectations not just on Highway 17 is the ease with Highway 17, and Ravenholm.
through the roof but into outer which it’s overlooked, suggesting Often cited as the weakest link,
space, Half-Life 2 would still have a background of atrocity that its combat is nothing of the sort.
scored an Edge 10. Like Xen, the shakes the imagination. Were it just a question of AI
border world in which life for Likewise, most of the peeling tactics and ballistics modelling,
Gordon Freeman went from bad to walls and alcoves have some kind the critics would be on to
catastrophic in the blink of an eye, of window into Combine-occupied something, but killing a man can
it exists in a universe of its own. Earth, similar in effect to decking mean so much more given the
Many are the imitators who have a claustrophobic restaurant in right context and a modicum
borrowed chapters whole from its ceiling-high mirrors. Anti- of effort. Every set-piece in
playbook, and yet 12 years on, its establishment slogans wrestle Half-Life 2 is logically staged;
integrity is undiminished by being with Dr Breen’s propaganda, every trigger pull has meaning.
nibbled at by the crowds – a newspaper clippings chronicle the As for the G-Man, his meaning
testament not only to its robust fall of Man, and a world is created remains safely locked inside a
constitution, but how impossibly far bigger than the game that leads briefcase. He might just be the
inimitable the whole has become. you through it. The remnants of most infuriating device a drama
Still it overwhelms. Simply human infrastructure, meanwhile, could ever have, a placeholder for
classifying it can be a game in ship survivors into City 17 but truths that even Valve has yet to
itself, leaving you with something never take them out. Given sign fully imagine. Is he the puppeteer
like ‘big, dumb, ingenious fun’ and upon sign of global peril, you behind this epic state of affairs? A
the knowledge that you’ve been really are the last free man. transdimensional anomaly? A face
bested. Really, nothing explains Half-Life 2 refuses to sit within from the shadows of Black Mesa?
it better than Freeman himself, the highbrow genres invented – Gordon Freeman himself? Ashton
a muddle of scientist and soldier or indeed reinvented – to describe Kutcher? It doesn’t matter. In fact,
who, through exemplary use of it. You could call it a work of it’s best we never know. G-Man
anecdotes and narrative technique, interactive cinema, a triumph works best as the only thing we do
has ascended into myth. Never of environmental narrative or know him as: a simple agent of
seen but reflected in the words a milestone in virtual mise-en- fate, struggling to keep tabs on
of others, he’s a perfect catalyst scene, but you’d only embarrass Freeman’s wild endeavours.
for the game’s historic events. it, and yourself. This is a shooter Despite the cruel indignities
His flight through the streets – a game of guns and gore. of time upon its texture work,
and suburbs of City 17 is ominous, It’s not enough to say that and the trampling boots of
bewildering and oppressive. This Valve’s happy to yank a buzzsaw quick-marching technological
is a world being wrung out over a blade from a wall and fire it progress over its physics model,
drain, and Valve pokes a camera through a zombie’s guts; it rendering each faintly ridiculous,
into its darkest corners at every delights in doing these things. what endures as strong as ever is
chance it gets. Or, to be precise, It cheers the barrel that pitches that fantastic sense of otherness.
you do. The ‘directed action’ multiple Combine high into the Half-Life 2 wordlessly embraces
of Half-Life has evolved into air and leaves them burning on its appetite for gunplay and ludic
something not just more dramatic, the ground. The thought of Dog contortions, then makes them
but also transparent. Unlike Gears leaping buildings to take down vanish with a wave of the hand,
Of War and its ‘objects of interest’ aircraft gives it goosebumps. leaving in view only the most
lock-on camera, Half-Life 2 knows Talk of narrative ambitions all enduring and self-accepting
the value of truly ambient events. you like, but the evidence is of videogame worlds.
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Format PS4 Publisher SIE Developer FromSoftware Release 2015
Bloodborne
It sounds like a gimmick. easier even as the odds against games’ low fantasy; in its place is a
So recognisable and established you ratchet up and up. It is not Lovecraftian horror that uses jump
has Hidetaka Miyazaki’s template without its spikes, admittedly – scares, and the threat of them, to
become that any minor deviation countless playthroughs later, we have even the stoutest old guards
from its ruleset feels like change still sprint past the trio of rival exploring these places in terror.
for change’s sake. If you’ll forgive Hunters in Yahar’gul Chapel, still Until the fighting starts, at
us for briefly transplanting you back off and catch our breath which point things move at
from Edge to a publicly traded when faced with those ghastly lightning speed. As hard as it is to
publisher’s investor call, it is grabby things in Upper Cathedral adjust to the lack of a shield, the
tempting to dismiss Bloodborne Ward – but Bloodborne asks so change of mindset is the greater
as the result of a platform holder much of you from so early on that challenge. When an enemy backs
exploiting the success of one of mastery quickly feels like your off, you must follow; when you’ve
the most beloved franchises in the only option. The game’s opening, been hit, you’re often better off
world, making just enough little set across the cobbled streets of continuing the assault than
changes to justify the creation of Old Yharnam and centred on a retreating to heal, since landing a
a new IP, then making it exclusive town-square bonfire surrounded few quick hits will regain your lost
to its new console. It was as easy by ghoulish pedestrians, is a health. The pace of the thing
to be cynical about Bloodborne’s punishing gauntlet of encounters means that it feels more like an
announcement as it was to be that are subtly, yet significantly, action game than FromSoftware’s
excited by it. A gun instead of a different each time you face them. previous output. It’s hardly
shield? A flighty sidestep instead There are fixed spawns – the Bayonetta – there are no complex
of a dodge roll? Victorian England gunman behind the stagecoach, combos here – but there’s a
instead of medieval Lordran? Pshh. the axe-wielder behind the frantic pace, and balletic grace, to
The reality is, of course, very staircase – but many of these the action that is unlike anything
different. The pistol, blunderbuss denizens are on the move, else Miyazaki has made.
or repeater in your left hand isn’t shuffling loosely to and fro around Yet the game’s greatest
Miyazaki giving out guns, but the fire. The group of three that achievement is in its world. We
eradicating the shield; your cornered you might be just one have come to expect masterful
Hunter’s movement speed isn’t on your next spawn, but there’s level design from a Miyazaki
a gimmick, but a necessity, your no respite in putting him to the game, but this is something else.
only reliable way of escaping sword, or axe, or whip. The other Yharnam and its surrounds are
trouble now that the game director two are still out there somewhere. dense, yet sprawling; every area
has robbed you of a way to block Where the Souls games are feels different, but the whole thing
incoming blows. Gunfire, when readable, repeatable, Bloodborne locks together with remarkable
properly timed, can trigger the keeps you on your toes. The coherence. Whether it is the
equivalent of the Souls games’ remarkable boss fights are set over creator’s greatest achievement is
shield parry, deflecting an enemy several phases – just as you think moot – all his games are essential
attack and staggering them. But you’ve got your head around an – but what stands Bloodborne
blocking? Forget it. The result is enemy’s moveset, they change and apart are the things that make it
that even Souls veterans struggle become more deadly still. Tension so different. The pace of its action,
at first with the adjustment from comes not only from the fear of the emphasis on attack over
a game that encourages, arguably dying and leaving your hard-won defence, the shock of its horror –
even rewards, a defensive approach stock of Blood Echoes on the and all because you lost your
to one that punishes it – brutally. ground; it also comes, simply, shield, gained a dash, and leapt
At least at first. Bloodborne, to from the fear of what lies in wait forward in time a few hundred
an experienced hand, gets weirdly ahead of you. Gone is the Souls years. Gimmicks? Not a bit of it.
198
04
Format PS3, PS4 Publisher SIE Developer Naughty Dog Release 2013
The Last Of Us
As Number Nine Dream though a savage prologue affords and all the more elating for
author David Mitchell once said, you a measure of empathy with mingling with distant bird song.
“the trick to writing a compelling his position. Even the savvy Tess, That combined artistry would
narrative is so simple it’s often his respected smuggling partner, mean little if these themes were
overlooked: invent a character the recognises they have become not also communicated through
reader likes and make nasty or terrible people. Ellie is Joel’s play. But the desperation of the
dangerous things happen to them”. salvation from self-interest, and a survivors is brilliantly backed up
The modern Naughty Dog may reason to reconnect with a more by the act of tensely creeping past
more obviously look to the silver caring past life. Druckmann also echolocating Clickers in the dark,
screen for its inspirations, but toys with what care can drive a a single homemade shiv your only
The Last Of Us shows it takes man to, though again the theme’s cushion between these nightmares
Mitchell’s meaning all the same. manifestations are best left and your life ebbing away in a
This is the zombie apocalypse not unlisted. Suffice it to say that Joel sickening shower of arterial spray.
as a vehicle for consequence-free and Ellie’s evolving relationship is The new strains on resources and
violence, but as a conveyor belt to the balm for all the very human relationships are shown when you
heap terrible events on a Texan ugliness exposed elsewhere. cower behind cover with Joel’s ear
called Joel and his ward, Ellie. What really distinguishes The to the ground, an old rifle you’d
Those events deserve to be Last Of Us, however, is what it rather not have to rely on clutched
experienced for themselves, but does with the silences between desperately in your palms as you
are delivered with a violence of jury-rigged nail bombs and flying try to avoid a costly all-out gun
emotion that will strip you raw – buckshot. It revels in them. Some battle with roving gangs, but hit
a double surprise given the happy- are given over to Naughty Dog’s home the hardest when you see
go-lucky adventures of Nathan artists, who conjure the verdant, this predatory world through
Drake in particular and the genre beautiful side of a world being Ellie’s eyes. And there’s something
at large. Far from content to just reclaimed by nature as often as primal and satisfying in clutching
keep you shooting chunks out of the ugly, distressing tragedy of a virtual half-brick in a fist, even
humanoids, The Last Of Us tugs at civilisation slowly peeling away. without its heft – a comforting
similar levers as Romero’s Dawn They paint with foliage and fauna, sense of preparedness that speaks
Of The Dead. It would rather use decay and bloom. Other pauses go to the ancient survival instincts
the crumbling of society to to Druckmann, who finds in Ellie this game can play like a fiddle.
examine what happens to the few a wonderful mirror to reflect on We rarely talk of ludonarrative
who remain physically unaltered, the trappings of modernity and assonance, given how problematic
and chooses to do so amid the normalcy that we take for granted. game storytelling is, but The Last
thunderous claps of headshots and Saturating all the storytelling is Of Us is remarkable for how often
splattering viscera to unsettle, Gustavo Santaolalla’s restrained, it ties together plot and play. It
rather than to glorify those acts. sparse soundtrack. He is able to not only has something to say, it
Neil Druckmann’s script is conjure wistful melancholy with has also found a confident voice
brutal and uncompromising in its just a few haunting strings and with which to say it. Hearing its
depiction of a world ravaged by trills, and shores up emotional message requires taking a Brillo
a strain of cordyceps fungus that beats with just as quietly powerful pad to your soul – to be raw,
forcibly strips its victims of their use of plucked bass and feathered vulnerable and largely alone in a
humanity, and the dehumanising drum skin. The Last Of Us’s music hostile place. It demands you to
effects of the desperation that doesn’t need to shout – in fact, feel like the last of us. That it can
plague causes in the healthy. Joel it’s all the more threatening for sustain that across 15 hours is
begins the game proper as a often lurking in the same region as testament to its deft touch with
dispassionate misanthrope, the ear expects to find NPC tells, nasty and dangerous things.
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Format 360, PC, PS3, PS4, Xbox One Publisher/developer Rockstar Games Release 2013
202
02
Format 360, PC, PS3 Publisher Bandai Namco Developer FromSoftware Release 2011
Dark Souls
The Crestfallen Warrior principle: that players are capable with the intricacy of a single level,
sits by the bonfire at Firelink of anything. It does not patronise and some of the game’s most
Shrine, Dark Souls’ central hub you, never offers to lower the memorable moments coming not
and about as close as this most difficulty, does not dare suggest from a downed boss or set-piece
intimidating of videogame worlds a different tactic during a post- but simply kicking down a ladder
gets to a sanctuary. He exists, death loading screen. By telling or opening a door that takes you
and exists alone, as a storyteller, you nothing, it also tells you back to an area you left a dozen
and a pretty depressing one at everything. Keep going. You can hours ago. Despite the (mostly)
that. While there are plenty of do it. And when you do, the sense coherent way it links together, it
others dotted around Lordran’s of reward will be staggering. is a land of tremendous variety,
corkscrewing sprawl who help to Many are put off by the game’s from the dilapidated dwellings
flesh out the game’s mysterious, supposed difficulty, but while you of the Undead Burg to the spider-
unforthcoming narrative, they will die countless times on your infested poisonous swamp of
serve a secondary purpose: they first trek through Dark Souls – Blighttown, the grimy, curse-filled
are merchants and blacksmiths, and many times more on your horrors of the Depths to the
fire keepers and covenant inevitable repeat playthroughs – it majestic splendour of Anor Londo.
recruiters, as well as raconteurs. is a mechanically straightforward There will be times when you
That’s too much effort for the game. It is not a game of long feel like the Crestfallen Warrior
Crestfallen Warrior, who realised flowing combos comprised of might have a point, though. After
long ago that the jig was up and precisely timed inputs. It is a a swinging axe in the trap-filled
now sits by the fire, ready to drag game of controlling space, creating Sen’s Fortress has knocked you
every passing adventurer down openings and making the most of off a bridge the width of your
with him into the emotional them. Or a game of donning the instep for the 20th time, you’ll
abyss. Instead, he has the opposite heaviest armour you can find and contemplate just giving up. After
effect. You resolve that, no matter tanking through many hits. Or a little-and-large boss duo Ornstein
how bad it gets, you’ll never be game of dancing away at range and and Smough have sent you to your
like him. You will never simply flinging magical projectiles. Or of doom after a protracted fight for
take your seat by the fire and stripping to your pants, opting out the fifth time that evening, you
wait for the world to end. of the levelling system entirely might switch the console off for
Just a short way into this and finishing the entire game the night and ask yourself if it’s
remarkable adventure, the using a wooden club. There’s really worth going back. But it is,
Crestfallen Warrior gets right to tremendous flexibility in the class and you will, because once Dark
the core of what makes Dark Souls, and gear systems, and you’ll drift Souls gets its hooks into you, they
and Hidetaka Miyazaki’s games in off in meetings or conversations are into you for good. It is a rare
general, so special. “How do these daydreaming about potential game indeed that has you starting
martyrs keep chugging along?” he builds and boss strategies. There’s a second playthrough the instant
asks. “I’d peter out in an instant.” by no means an infinite number of you finish the first, but what else
If Dark Souls hasn’t clicked with ways to make your way through are you going to do? Give up?
you by now, this is the point at this world, but there are times After Dark Souls, other games,
which it does, your synapses when it certainly feels that way. with their handholding and their
fizzing as the realisation dawns And what a world it is. While hint systems, just don’t quite
that the only thing standing it’s perhaps been outclassed scratch the itch any more. So you
between you and victory is since by Miyazaki’s PS4 exclusive jump straight back in, time and
persistence. The reason Dark Souls Bloodborne, Dark Souls’ Lordran time again, on yet another mission
gives you so little help is because is still a remarkable achievement. to show the Crestfallen Warrior
it is built on a single foundational It is an entire world constructed how terribly wrong he is.
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01
Format Switch, Wii U Publisher/developer Nintendo Release 2017
206
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