Top 10 Games of 2018

2018 was a slower, more drip-feed type of year for games. There was plenty of great stuff, but it took a while to find it all. For the most part it felt like an inhale year – a soft reset for a lot of major studios as their production cycles were reset. To that end, it reminded me of 2014 – which is the last time we saw that, in my opinion.

All that said, this year had some real gems and a ton of surprises. I hope you’ll join me as I recount my favorites. My sincere thanks to anyone taking the time to read some of my thoughts about the year in gaming.

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:

Ashen
Assassin’s Creed: Odyssey
Dragon Ball FighterZ
Far Cry 5
Overcooked 2

Now, on to the list…

Honorable Mentions:

Super Smash Brothers Ultimate – Sora Ltd.

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As someone who’s bounced off of every Smash Brothers game post-Melee, I think it says a lot about Smash Ultimate that it was the first to win me back after so many years away from the series.

In a lot of ways, Ultimate is an embarrassment of riches. It brings back nearly every stage from the series’ history for a grand total of 103, compiles some of the greatest music from Nintendo’s archives for an absolutely mammoth soundtrack in excess of 850 songs, and not to mention a ridiculous roster of fighters, 74 in total. And while it’d be absurd to claim that the totality of fighters is balanced, (has Smash ever been?) the fact that so many of them feel viable here, across various weight classes, speeds, and widely diverse move sets, is one hell of an accomplishment — one which, sorry to say, but even granddaddy Melee can’t hold a candle to.

This is also the only time a Smash Brothers game has featured an adventure mode that I’ve found compelling. It encapsulates the core fight gameplay in a rudimentary RPG shell. It’s not especially deep stuff, but it provides just enough connective sinew to the fights, as well as some dynamic modifiers thrown in, such that things never got stale for me. In the fighting game genre, where good single player campaigns remain elusive, Ultimate’s offering was pleasantly surprising.

The thing that I appreciate the most about Ultimate, however, is its combat’s renewed emphasis on speed, as well as how huge the impact of even barely charged smash attacks can be. Hits feel more visceral than ever, and even as the action leans into its out-and-out chaos, that extra oomph makes the big moments both more readable and more satisfying when your blow connects just right.

Sakurai has dropped hints prior to release that this might mark the final entry in the series. Given the rather extraordinary sales figures, this seems unlikely to me. But that said, if it were to be the closing chapter, it’s hard to imagine a better sayonara swan song for this crazy, nostalgia-oozing mascot brawler series than Ultimate.

Vampyr – Dontnod Entertainment

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Typically, when it comes to these end of year lists, my bias almost always leans toward games that execute their ideas to a high degree of quality rather than games with ambitious ideas that don’t really pan out. Generally, I err on the side of games that nail what they are going for, so to speak.

Vampyr is going to be my exception for this year’s list. This is a game that I have a hard time calling great, but it is deeply interesting. So interesting, in fact, that I tolerated quite a few rage-inducing boss fights and awkward story twists just to see it all the way through.

In a lot of ways, Vampyr feels like a reaction to the modern RPG. What’s at stake in its narrative is not a whole kingdom’s future, not whether the Earth is overcome by darkness, not whether the galaxy itself is destroyed. It’s about what happens to a few districts of London and its citizens during the outbreak of the Spanish Flu in 1918. Increasingly, I find I am more compelled by games with this sort of localized, specific scope.

Similar to other modern western RPGs, Vampyr presents the player with numerous moral choices to make. However, here those choices are intimately tied to both the main character, Jonathan Reid, as well as to the central character progression and skill trees. Jonathan Reid is both a medical doctor and, as the title would suggest, a vampire. While his primary mission is as a healer for those afflicted with the Spanish Flu, the vast majority of the acquirable XP in the game is locked inside of – you guessed it – the blood of the very people you’re meant to help.

As such, every NPC in the game represents a moral dilemma in and of themselves. Do you fulfill your mission as a caretaker of the sick and destitute of London, thereby facing a game in which you will be under-leveled for almost every fight, or do you instead perform a sick sort of triage on the populace, determining who gets to live and who must die in order to fuel your character’s vampiric abilities? The way the game uses incentives to get the player to actually roleplay the conflicted soul of its main character is a genius way of contextualizing the game world and the protagonist’s role in it. Other RPGs should take note.

There’s a lot of other things at play in Vampyr that I really vibe with. For one, the streets of early 20thcentury London ooze with a sinister and dirty atmosphere that appeals to my Gothic nature. This is made more cohesive still by the game’s soundtrack, full of mournful strings and lo-fi synthesizers, and one of the year’s best. I even dig the combat, which is clearly inspired by Dark Souls – though with far looser controls. It’s a shame this game doesn’t come together quite as well as it could have, but for Dontnod’s first foray into the RPG genre, Vampyr is a unique take and one that I still think about fondly, flaws be damned.

Monster Hunter: World – Capcom

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Call me late to the party, but 2018 was the first time I delved into the Monster Hunter series. World was my introduction to the world of Palicoes, Rathians, and sharpening mechanics, all at once. After dropping a cool 100 hours into it, consider me a newfound fan of the series.

Something I didn’t expect but seriously appreciated when playing Monster Hunter World was that it is an RPG where your build is entirely about the gear that you craft. There’s no real skill level tied to your character (save for Hunter Rank, which is simply a number to gate quests). Everything comes down to the gear you’re wearing and weapon you’re wielding, gear which you craft out of the carcasses, fangs, and claws of your previously slain beasts. What this means is that respecing your character can be done at any time, simply by swapping another specialized set of gear. So, depending on the target monster being hunted, you might want your particular set of gear that buffs your speed, stun recovery, and gives you ice damage.

It’s in this concept that the game grew on me considerably as I played. This will come as a shock to no one, but Monster Hunter is a game all about preparation – about strategizing for the hunt ahead of time, because once you’re face-to-face with a shrieking Rathalos, the time for changing game plans is long gone. This has the effect of making every encounter feel much more dramatic, especially when playing online with other hunters.

The stakes are big in some of these hunts – where fights can go on for upwards of 45 minutes, monsters can flee or maneuver into more treacherous terrain, and all the while the party must contend with an extremely scarce pool of respawns. The margin for error gets really minuscule as you get into the late-game encounters, where the game demands that players coordinate to provide each other with openings, healing, and brief moments of respite.

Monster Hunter: World, perhaps more than any game on my list this year, rewards its players for the amount of time they invest into it. The game doesn’t hold the player’s hand particularly well through any of this, but with every weapon combo learned or weak point successfully exploited, the game evolves beyond the sum of its parts. It can get extremely frustrating, even rage-inducing at times, but it always managed to pay dividends down the road.

The first time I got carpet bombed by a Bazelgeuse was absolutely terrifying, the first time a friend and I managed to take one down was euphoric, and to return hours later to absolutely dunk on one – that was a triumph that felt earned.

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Top 10 Games of 2017

2017 was a bad year. I’d dress it up as something else if I could, but it’s kind of an any-way-you-slice-it situation. I’m talking personal life here, not games. But considering what a challenging, absolute beatdown of year it was for me, writing this list and playing these games was a nice break from reality.

Games-wise, this year was pretty great. I’ll detail that below. To any that take the time to read some of it, you have my sincere thanks.

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:

Persona 5
Middle-earth: Shadow of War
The Evil Within 2
Splatoon 2
Cuphead

Now that that’s taken care of, on to the list…

Honorable Mentions:

Uncharted: The Lost Legacy – Naughty Dog

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Hey, sue me. It turns out, I really like Naughty Dog games. Yes, this is the fifth entry in the Uncharted series, but hear me out here.

I admire The Lost Legacy for concentrating Naughty Dog’s strengths into a tighter, more focused experience. The Lost Legacy is 8 hours in length compared to Uncharted 4’s whopping 20. It focuses on a singular area of the world – namely the Western Ghats of India – and keeps its cast small and personal in scope, focusing on the backstories of Chloe Frazer and Nadine Ross.

India is a gorgeous and, in retrospect, obvious locale to set an Uncharted game. The wide palette of vivid colors, lush geography, and Hindu architecture come together to make this game my favorite in the series from a visual perspective.

It’s within this gorgeous area of the world that Naughty Dog pushes forward with design ideas established in Uncharted 4. Chapter 4 of this game is an entire sandbox level, similar to Madagascar in the prior game but greatly expanded in size and density of content. There are puzzles to solve, enemy encounters to stumble upon, and multiple directions to approach a given situation from. Hell, there’s even a map that Chloe will mark up with notes as you explore.

To play an Uncharted game that allows that kind open level design without sacrificing the kind of hand-crafted, finely-tuned content Naughty Dog has always excelled at is thrilling, and has me giddy about what they might do with The Last of Us 2.

But what steals the show here above all are Lost Legacy’s leads. Chloe and Nadine are an unlikely pairing, but serve as excellent foils for one another. Chloe is mischievous, even manipulative, with plenty of dry humor to boot. Nadine meanwhile, is no-nonsense, direct, and prideful in a good soldier sort of way. The times when their rough edges come into contact with one another, often bringing out surprising similarities between them, make for some of the best moments in the game. Compare this to wisecracking Nathan Drake and and slightly different wisecracker Victor Sullivan, or alt-wisecracker Sam Drake, and the difference in dynamic is immediately refreshing.

Uncharted: The Lost Legacy is more than just a look back at the highs of the series. It certainly is that, and one need look no further than its spectacular finale, a thrilling cross-section of Uncharted 2 and 4’s grandest, most ambitious sequences. However, the game is also quite a successful exercise in restraint. The Lost Legacy is the best paced Uncharted game, it’s lean with very little filler, and it proves that you don’t need Nathan Drake to make the whole thing work. Top that off with a splash of exciting gameplay concepts for the future, and yeah, I’ll take that fifth cocktail. It’s still seriously great.

Nier: Automata – PlatinumGames

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Nier: Automata is not the kind of game I’d normally be into. Character action games don’t usually do a lot for me, and neither do the typical designs and tropes of anime. And while I’ve got some serious reservations about parts of this game, there’s really nothing else I’ve ever played quite like it.

Nier: Automata is a game that takes particular joy in testing the constraints of the conventional video game. From its outset, combat is made up of character action swordplay as well as twin-stick shooter and a bit of bullet hell thrown in. At any point during the hack and slash fights, a button is bound to your floating robot pod’s gun. Hit the button and a continuous stream of gunfire is unleashed at wherever the camera is centered.

As you progress, Nier lets you start messing around with its mod-based upgrade system, which it designates as Plug-In Chips. Each Plug-In chip that provides a buff also comes with a size requirement to apply it. This leads to later game decisions like pulling out the Plug-In chip that allows you to see your own health bar, as well as other various pieces of your taken-for-granted HUD, in order to make room for more damage or healing buffs.

Finally, and where it gets most fascinating, is when Nier starts playing around with narrative and plot structure. The ending of Nier: Automata is merely the end of branch [A] of the story, after which the game switches protagonists and begins branch [B], which is an entirely separate campaign. I didn’t find this particularly exciting however, until I reached branch [C] of the story, at which point Nier: Automata really commits to a lot of the fourth-wall breaking, dark themes, and twisting plot points it had merely hinted at before. As the disparate elements of the game come together, the results are truly a thing to behold.

It’s final sequence, an artistic experiment equal in parts Hideo Kojima and We Are the World music video, is so abstract and out of left field that it shouldn’t quite work. However, it meshes excellently with the rest of the game’s themes about memory, sacrifice, and rebirth, and dammit if I just can’t stop thinking about it. It’s one of the most surreal and frankly bizarre endings to any video game of 2017, and for that, I kind of love it.

No one else is making games quite like Yoko Taro. At the start of the year, I wasn’t even aware of his work. Now, consider me a fan eagerly awaiting his next project.

Life is Strange: Before the Storm – Deck Nine

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Life is Strange: Before the Storm probably shouldn’t have worked out. There was a lot working against this game from the start. Not only is it a prequel to the 2015 surprise hit Life is Strange, but it was being helmed by a completely new developer, one which I had personally never heard of before. Then, on top of that, this game was being made during the recent video game voice actor strike, so Ashly Burch was not reprising her role as Chloe Price, who was now being featured as the main protagonist.

Well, consider this déjà vu, because I didn’t expect much from the original Life is Strange back when it was released either, and yet it quickly became one of my absolute favorite games of that year.

Not only is Before the Storm successful in its role as a prequel, it may well be one of the best examples of one in gaming. It reminds me of all the reasons I fell in love with Arcadia Bay and its colorful cast of characters, while deepening my understanding of and attachment to several of them. Chloe Price was already an instantly loveable blue-haired punk rock chick before, but Before the Storm explores her painful history, re-contextualizing her as the series’ most complex and interesting character.

Before the Storm bears an interesting resemblance to David Lynch’s Fire Walk With Me, in that it examines the life of Rachel Amber, Life is Strange’s missing high school student and Laura Palmer analogue. It also largely eschews the supernatural elements of the storytelling in favor of raw empathy. As such, what we’re left with is a remarkably human story about the messiness of youth, about the budding relationship between Chloe and Rachel. This game excellently portrays the magical, not-quite-sober feeling of a teenage crush, and how the strength of that feeling can pull you towards a sort of righteous recklessness, as every other feeling seems unimportant by comparison. That feeling, as well as the melancholy of Chloe’s family situation, is underscored by an absolutely perfect original soundtrack by English indie folk band Daughter. Just like in 2015 with the original game, I’m still listening to Before the Storm’s soundtrack as I write this list. It’s great stuff.

The original Life Is Strange was about that sense of regret, of second-guessing, and about how even the smallest decisions, viewed across time, can become life-altering events. And if we could just go back and say something different, speak up when we were quiet, that maybe, just maybe, we could fix everything.

Before the Storm, by contrast as a prequel, is about the sense that, try as you might, the events of the world point toward a singular conclusion. We might change things along the way -maybe we don’t yell at our mom, maybe we do stick up for the kid being bullied, maybe we share that kiss- but the end result is always the same. Chloe’s dad isn’t coming back. Rachel will go missing and wind up murdered. Step-douche and mom are totally getting together, no question. Like any good tragedy though, Before the Storm is about finding beauty and meaning as it goes. It tells us that our choices in life don’t determine how we shape the ending, but how we tell the story along the way.

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