Top 10 Games of 2020

2020 was a great year, with lots to do, places to go, and people to meet. If there’s one thing we can all agree on, it’s that 2020 was dope, and we can only hope that 2021 can be anywhere near as cool or memorable. However, supposing that you, for some reason, had a bad time in 2020 while all of your friends were out living it up, traveling to all the international cities you want to visit, and hooking up nonstop while you were at home playing Quiplash on Zoom with your family for the 18th time, then hey, at least you still have video games to make you feel better, right?

Well, sort of. 2020 was filled to the brim with disappointing games, games that were cool but ran like shit, games that were just pachinko machines dressed up to look like other video games, games that thought they were really smart and insightful but really were just didactic drivel with a hatred for their own characters and players, games that were Disney cash-grabs, and games that resented the notion that they need to entertain you in some way and couldn’t just focus on being the real them: a crypto-miner that installs itself on your PC.

But I mined the depths of the gaming-sphere this year in search of actual good shit, mostly because all the bars were closed but also because I had some time between my vacations to Tokyo and London, and figured I might as well write 10,000 words about my hobby so that I could kill time on the plane. Def real shit.

Quick obligatory notes:

  • This is a ranked Top 10 list with 3 honorable mentions (unranked).
  • Each game features a link to one of my favorite pieces of music from its soundtrack. Feel free to listen as you read.
  • I consider the release timing of Early Access games based on when they exit Early Access, or enter V1.0.
  • Remakes (which are becoming even more common these days) can be on my lists, but only if they are substantial enough in that the game is something fundamentally different. Examples of games I counted last year were Pathologic 2 or Resident Evil 2. This year, I didn’t consider a game like Demon’s Souls (even though I loved it) because it is mostly a visual overhaul to the 2009 original game. Hopefully that distinction makes sense and isn’t just arbitrary to you.
  • I’m never able to get to all the games I’d like to by the end of the year. There are always ones that slip through the cracks. I typically like to list up front the games that I had the most interest in that I admittedly didn’t have time to get to. This year, my pile of shame is as follows:

The Pathless
Twin Mirror
Immortals Fenyx Rising

Now, on to the list…

Honorable Mentions:

Animal Crossing: New Horizons – Nintendo EPD

Above: a hipster dude does some gardening. He will sell these flowers for large profits later.
5:00 a.m. (Sunny) – Yasuaki Iwata, Yumi Takahashi, Shinobu Nagata, Sayako Doi, Masato Ohashi

There were a lot of good reasons to be conspiratorial in 2020. It’s not every year that a worldwide pandemic breaks out and the entire government apparatus trips over itself in a rush to make large corporations and Wall Street speculators whole. There were, of course, a lot of bad reasons to be conspiratorial too, but I’m sure that goes without saying. But here’s the best reason to be conspiratorial – in June of 2019, Nintendo delayed their new Animal Crossing game into March of 2020. That’s riiiight as the first wave of lockdowns were happening in the Western world. Color me a bit skeptical that they didn’t know that millions of people would be at home and needing some wholesome escapism.

But it wasn’t all just good timing. There were a lot of welcome changes to the series too. For New Horizons, the series dons a Casual Friday Hawaiian shirt, becoming much more chill-vibes when it comes to allowing its players to tweak their own personal animal forest. Instead of letting new neighbors move in wherever they want, air-dropping their domiciles in shock-and-awe campaigns against your perfectly curated garden of golden roses, Tom Nook finally allows you to be the zoning coordinator for your island community. Nothing gets built without your explicit permission. Even the landscape itself is just, like, a suggestion, man. If you don’t like the energy that a certain river is giving off, just you know, turn it into land. And if you decide that the town museum would look way more feng shui on top of a mountain, that’s actually extremely cool with Blathers.

I for one really appreciate when a series as conservative as Animal Crossing can pack up the beach chair, grab a tall glass of vacation juice, and just vibe. 2020 was a year of extremely bad vibes, and despite Nintendo’s definitely-super-real conspiracy to release the game alongside a pandemic, ACNH did provide a way for everyone to socialize with their friends and do some light gambling on stalks while we waited for the bad vibe storm to blow over. Okay, maybe it’s been almost a year now and we’re still not seeing the light at the end of the tunnel, but hey, these were more innocent times. Just listen to that 5:00AM theme, ya?

Visage – SadSquare Studio

An extremely normal living room.
Premonitions – Peter Wicher

Probably the most tragic thing in the past decade of the games industry was the killing of the Silent Hills project. P.T., the brief glimpse we got of Hideo Kojima’s vision for the future of survival horror, spread through the imaginations of people everywhere like wildfire. It didn’t take long for a litany of copy-cat games to begin development. To this day, I don’t think I’ve ever seen a cancelled game that was so influential.

While there have been plenty of me-too attempts to recapture the magic of P.T., none of them have quite worked for me. That is, none of them until the early-access game Visage dropped onto my radar. It finally released in full in 2020, and gave me more than my year’s supply of screams in the process.

The premise of Visage isn’t anything novel. You’re trapped in a house with the vengeful spirits of those who lived there before haunting you. There’s a sanity mechanic where, if you stay in the dark too long, you will begin experiencing more and more spooky shit. The path to progress the game is very much like P.T. – intentionally obtuse and occasionally frustrating. Yes, there’s an old lady ghost, a creepy little girl ghost, and her imaginary friend she’s communicating with (think The Babadook). Even the architecture of the house is strikingly similar to the house from P.T. And the controls? Don’t get me started on how jacked up the controls are in this game.

But here’s the thing. Visage is scary. Like, really fucking scary. It doesn’t give a shit whether you can handle it or not. You agreed to be scared when you launched the game, and Visage knows what its one fucking job is.

First off, the imagery in this game is uncanny in ways that almost no other horror game has been for me. There’s a certain type of horror film, where, after you walk out of the theater to head home for the night, it can be hard to unsee a particular frame. Get in your car, check the backseat, you’re still thinking about it. Go home, close your eyes to go to sleep, and you still see it. That leave-a-light-on, don’t-let-your-mind-wander shit. That never really happens for me with video games. Horror games, in my experience, can be more intense in the moment than a horror film, but they don’t have that staying power. You can be scared shitless while playing them, but turn them off and it’s over. Have a good rest of your night.

Visage, on the other hand, fucking stayed with me. The lighting in the game is so good that it makes you nervous about every dark corner. The game gives you candles to light your way, but those are a limited resource that you’ll eventually run out of. The backup? The game gives you a handheld camera and you can use its flash to see where you’re going when you’re out of other options. That either already sounds like nightmare fuel to you, or you just need to get to the first time you flash a pitch-black corridor to reveal a ghost girl coming toward you with a syringe in her hand. Yeah, good luck unseeing that one.

Then there’s the game’s sound design, which is unpleasant in a way that’s hard to put into words. Sometimes it’s nails-on-a-fucking-chalkboard, running straight down your spine, and sometimes it’s just so fucking quiet. The quiet is what really worms its way into your amygdala. Because things are never actually silent in Visage. There’s always something happening in the sound mix, whether it’s the subtle hum of the house’s HVAC system, the droning of a lightbulb, the pained creaking of the old house itself, the tick-tick-ticking of an old grandfather clock, or just the pitter-patter of rain beading up on the windows. You likely won’t even be conscious to its effect on you while you play, but after enough time, even the most mundane rooms of the house will just feel off.

Visage is a game that’s hard to play. Both because of those controls I alluded to before, but also because it’s just so effective at what it does. Is it my favorite horror game I’ve ever played? No. Is it the scariest horror game I’ve ever played? Probably.

Resident Evil 3 – Capcom

Jill Valentine ponders the age-old question of Resident Evil: “How is this fucker not dead yet!?”
Save Room – Masami Ueda

Mr. X was one of my favorite concepts from any game in 2019. The idea of a relentless pursuer enemy that you can’t kill no matter how hard you try is just fantastic horror. 2014’s masterful Alien: Isolation is still probably the gold standard of how to do this, but in that game’s case, the entire experience was designed around the Xenomorph. Resident Evil 2’s remake, on the other hand, used Mr. X as a sort of complicating factor in a game that already had plenty of other threats to juggle. The best moments in that game were when you were busy trying to dodge a zombie bite while remaining juuuust quiet enough so as not to alert a nearby Licker, and then Boom!, that fedora-wearing asshole opens the door at the far end of the hallway – the one that was supposed to be your escape route.

After experiencing moments like that, it was hard not to think ahead to the next game from the series – the 1999 Resident Evil 3 – and its titular villain, Nemesis. The prospect of remaking that game next, complete with a modified Mr. X AI system, was immediately thrilling. Turns out that Capcom was way ahead of us. In a move that echoed the time between the original PS1 classics, Resident Evil 3’s remake dropped one short year later.

And while the game that we got felt like a missed opportunity to take more creative liberties, open up the scope to a larger city-scale, and to make Nemesis a constant threat, the end result was still an absolute blast of a game that I played through over and over in 2020.

With Resident Evil 3, Capcom chose to stick closer to the tone of the original game – namely, a tighter, more action-driven experience than RE1 or RE2. This game wastes zero time in setting things in motion, with the Nemesis quite literally busting through Jill Valentine’s apartment wall within the first 5 minutes. This intro sets the stage quite well for the pace of the game to follow, which is a mad dash to get out of Raccoon City.

I think they push a bit too far in this direction, cutting back on the winding, puzzle box level design that made RE2’s RPD so special. However, while it may be a step back in terms of map design, RE3 features significantly better boss encounters, a delightfully playful script and some excellent voice talent who really sell it, tighter combat thanks to the inclusion of a an immensely satisfying dodge move, varied encounter design with no one thing overstaying its welcome, and not to mention Nemesis – who, while most of the time is too tightly scripted and underused, is in fact, quite scary when he suddenly appears and rushes you down.

The experience itself is brief, with the game lasting only maybe 6 hours for an initial run. But I was never bored by the game, a compliment I can’t necessarily extend to last year’s RE2. While the RPD was phenomenal, S-tier level shit, the back half of that game could really drag, in keeping with franchise tradition. Resident Evil 3 is one of the only RE games I’ve played that didn’t start spinning its wheels by the final hours, and that was really refreshing to see.

So despite the shortened playtime, I probably sank 30 hours into RE3, speedrunning it again and again on various difficulties, with different modifiers, etc. It gets to be quite the challenge, but the game moves at the pace you set – get brave enough with that dodge and you can bypass tricky situations in a flash.

For me, Capcom’s renaissance has been one of the most exciting things happening in the games industry. It’s been such a joy to see Resident Evil, a franchise I’ve loved for a long while, back from near-irrelevance. If RE3 is to be considered one franchise’s “missteps”, then consider me excited as hell for the future.

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Top 10 Games of 2019

2019 was pretty sparse, relatively speaking, when it came to exciting game releases. It’s more clear than ever that we are entering a transition period, with the next generation of consoles on the horizon, game streaming and subscription services going mainstream, and the ubiquity of Steam being challenged on the PC distribution side. Several games got delayed or missed a 2019 window, setting up 2020 to be a wild year.

And yet, while 2019 was a slower year for releases, it was freed up enough to become one of the most surprising. Some of the games that did land during the calendar year were among the most unique I’ve played in years.

Quick obligatory notes:

– This is a ranked Top 10 list with 3 honorable mentions (unranked).

– Each game features a link to one of my favorite pieces of music from its soundtrack. Feel free to listen as you read.

– I’m never able to get to all the games I’d like to by the end of the year. There are always ones that slip through the cracks. I typically like to list up front the games that I had the most interest in that I admittedly didn’t have time to get to. This year, my pile of shame is as follows:

Fire Emblem: Three Houses
Star Wars Jedi: Fallen Order
Pokemon: Sword and Shield
Void Bastards
Sunless Skies

Now, on to the list…

Honorable Mentions:

Observation – No Code

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Observation probably has the strongest elevator pitch of any game released in 2019:

It’s 2001: A Space Odyssey, but rather than play a human aboard a space station, you control the station’s AI. You are playing HAL, just with a slightly different name.

Flipping this science fiction trope on its head makes for excellent horror. You view the entirety of the space station through cold, grainy surveillance footage, cycling control between static security cameras and a mobile probe unit. Everything you see is filtered through a layer of analog video artifacts and fisheye distortion. The human left aboard the titular space station Observation, Dr. Emma Fisher, wanders its interconnected modules floating in microgravity.

Viewed through the slow-panning cameras of the Observation, she looks as alien as any extraterrestrial threat. At the same time, SAM, the AI you control, is given increasingly strange HUD text messages from an unknown source, saying things like “BRING HER”. The result is a game where you can’t trust the human astronaut, and you can’t trust yourself either.

It’s a great and chilling example of how games can immerse the player in a perspective, including those of the nonhuman variety. It reminds of the early days of fixed camera perspective survival horror, but reconstituted in a modern context. It’s very clever.

It’s a bit of a shame that Observation’s gameplay relies on mini-games in its crucial moments, but the slow dread that the game manages to build over its 3-4 hour story more than makes up for it. For every confusing puzzle interface to re-enable the station’s power there’s a moment of silent anticipation as you round the corner into an unknown module of the station.

And when Observation is at its most effective is in those moments where it gets out of its own way, letting visuals alone communicate something spine-tingling. One of the most horrifying moments in the entire game is communicated completely wordlessly; a slow zoom out that lasts for well over a minute and half. It’s masterful in its execution.

Sadly, Observation’s ending lands with a bit a dull thud; a clunky twist that feels at odds with the excellently paced and disciplined horror that came before. But, caveats aside, Observation is breath of fresh air for the horror genre, with enough new ideas and cinematic flair to be one of the most exciting and original games of 2019. Perhaps no game this year has a stronger commitment to player immersion.

And not to forget that title theme by Nine Inch Nails guitarist Robin Finck. Fucking awesome.

Untitled Goose Game – House House

goose_screenshot-14

Don’t be fooled by its saccharine depiction of a quaint British village; Untitled Goose Game is a game about being a right fucking prick.

Technically, this is a puzzle game. Some objectives read like any other: “Get into the garden” or “Get someone to buy back their own stuff”. In practice however, you, as the goose, are less puzzle solving sleuth than you are neighborhood miscreant. Your puzzles are in fact things like untying a child’s shoes to make him trip, stealing his glasses thereafter. The puzzle for the man at the pub is to misplace so many of his tomatoes that you have time to drop a bucket on his head from above while he’s tidying up.

In Untitled Goose Game, you play an irritant for irritation’s sake. You play an avian anarchist with no regard for polite society or personal property. You are the villain in every sense. These people have done nothing wrong. And yet, you have no choice but to be a nuisance. You must sneak up behind people and honk to scare them. You must break valuable pottery because, if not you, then who? You must steal the town’s prized bell, because wow, you could be really noisy if you were running around with that bell.

In this sense, Untitled Goose Game is the quintessential goose role-playing experience. You might not have realized you wanted to inhabit the life of a goose, but you do. You want to be the goose, and the goose wants to do crimes.

A Plague Tale: Innocence – Asobo Studio

A-Plague-Tale-Innocence_2018_12-06-18_006

If you hate to see depictions of children in danger, then French developer Asobo Studio’s latest game will be an absolute endurance test for you.

Set in France in 1348, the game features two siblings – Amicia and Hugo de Rune – forced to flee their family estate after their parents are brutally killed by English soldiers. As the two flee into the countryside, they discover pestilence all around them – entire villages of sick and dead, rats gathering in swarms by the thousands. Nowhere is safe.

Something I love about the way this game handles historical fiction is in the subjective way it presents it. Amicia and Hugo have no larger context for what is happening around them, not the just-beginning Hundred Years’ War nor a name for the Black Death which is beginning to ravage European civilization. It is presented as the harrowing experience of a 15-year-old girl and her 5-year-old brother, fighting against the odds just to survive the chaos all around them.

On the gameplay side of things, what stands out the most about A Plague Tale is how each chapter of the game slowly spools out more and more mechanics. While the early game might seem like basic stealth – throw rocks to distract soldiers and avoid pits of rats like hot lava – by the mid and late-game, the designers begin adding in ways to manipulate and even invert their various systems they’ve spent time teaching you.

For example, one of the first lessons the game teaches you is that the rats hate light, so lighting torches is your best way to create safe havens for yourself in the environment. The enemy soldiers know this too, however, and often carry light sources of their own. You can simply slip by them unnoticed if you have good timing, but you learn later that you can extinguish their torches as they trudge across a river of rats, causing them to be devoured in moments. It’s horrifying, but such is the desperate state of this world. As you progress, you come across even more ways of manipulating the game’s systems to your advantage.

It’s all methodically paced out within the story. Just when you think you’ve seen all the game has to offer, it manages to surprise yet again. And the way these new gameplay mechanics are tied to revelations in the narrative are excellent – quintessential game design.

A Plague Tale: Innocence was one of the most surprising games of the year for me. Coming out of a studio I’d never heard of before, the game is considerably polished and gorgeous in its own right, complete with a haunting score by French composer Olivier Deriviere (who has become a new favorite of mine). There’s clearly a lot of talent at Asobo, and if A Plague Tale has proven anything it’s that this is a developer to watch very closely in the near future.

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