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frontman12

Happy New Year!

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Games of the Year, 2020

Well, I've finally finished putting in time with every 2020 game I was interested in seeing. Despite 2020 being a terrifying hellscape of a year, there were a lot of games I wanted to see! However, from this point forward I plan to switch my format from "Games of the Year, 202x" to "The Best Games I Played in 202x." Although such a list would only include the games I'd gotten around to, I would be able to publish it closer to the end of the year in question. It might also include games from previous years. For context, I played some portion of around 163 games to compile this list. It's become too anxiety-producing for me to try and see everything that I'm interested in, as I continue to pursue the ever-elusive "life balance."

With that being said, I'm proud of this list, and I hope you'll find a game or two to try that slipped under your radar during the craziness that was 2020.

List items

  • #10

    This short, free title is ostensibly about destroying mimics (think 2017's Prey) with a sledgehammer on consecutive floors within an office building. It's difficult to find these mimics, since they've disguised themselves as office chairs, printers, computers, and even refrigerators. Invariably there'll be some collateral damage, as you'll sometimes guess wrong and pulverize an innocent filing cabinet. As you continue to do battle with these invaders, however, the game's particularly pointed metaphor will make itself clear. But I don't think I would hold the game in such high regard if some of its messages weren't so poignant to me. For one, that certain maladies exist which are an affront to humanity - that are incompatible with the existence of a loving god. Two, that we MUST learn to listen to our bodies and develop effective ways of coping (with our pasts and with the stressors of our lives). Human lives are slight and delicate things.

  • #9

    I initially picked this up because it seemed unique and looked charming. I’m a robotic flight attendant? Sure, why not. I liked the game’s pastel graphical style and chill soundtrack, and I had a smile on my face as I fixed the ship’s coffee machine and ran other errands. But what becomes clear relatively quickly is that this is really a story about the ship's captain, Joaquin. The robot serves as a canvas on which Joaquin’s emotional landscape is painted, and some of what emerges is troubling. The conversations that our robot has with Joaquin reveal him as a man socialized to embody a very traditional masculinity, and the emotion-perception systems that exist onboard our robot elucidate the shortcomings of such a rigid way of being. Developer New Beings has created a game that explores the downsides of traditional masculinity, but without demonizing men or “beating you over the head” with its message.

  • #8

    I’ve never been drawn to playing 2D platformers in single-player (although I’ve enjoyed a few in co-op), but something about Lovable Hat Cult’s offering just seemed different. Not only is the story more serious and relatable than most games of this style that I’ve seen, but the characters and mechanics tie back into the story in a meaningful and profound way. The game is primarily about relationships, and about a fear of missing out (FOMO). What do we lose in a rush to see everything out there? How many of us have felt (or been) more personally capable when we are in a satisfying relationship? How many of us can get lost in the rush of something new and exciting? How do we recover when a relationship goes awry? While the game certainly can’t answer all of these questions, playing it made me feel more understood. It’s a pleasure to see gameplay and story melded together in such an artful way.

  • #7

    While I initially found the concept of this game intriguing, I had no idea how it would actually play. So all I have is…a radio and a map with some figurines on it? What I didn’t understand, however, is how this setup so excellently creates tension. Do you want to know how a battle is going? Where an enemy unit is (or where it was last spotted)? Where your OWN unit is, for that matter? You’ll have to ask or have your unit report in. You’ll need to know this information to adequately direct your soldiers – in addition, friendly units are awarded bonuses and enemy units penalties if their figures are correctly placed on the map. It’s hard to convey the dread you feel when you ask a unit to report in during a battle and hear nothing but static on the other end (meaning your unit has been decimated). You’ll have seven different types of units to work with, which each have different strengths, weaknesses, and special abilities. As you progress through the game’s campaign, you’ll be able to upgrade the units that survived the previous battle. Although there are a few rough edges, the team at Foolish Mortals Games has created an ingenious variant to traditional RTS gameplay.

  • #6

    Ever since I played Mark of the Ninja, I’ve been looking for something, anything, to provide that same stealth satisfaction. My attempts to recapture the magic were often in vain, and I’d just find myself again and again just watching YouTube videos on the brilliant design decisions made by Klei in the production of that masterpiece of a game. But finally, in 2020, I found Wildfire. Although developer Sneaky Bastards’ title certainly has a few mechanics that aren’t explained as well as they should be, the game’s plentiful environmental information and variety of supported approaches is very much in the Mark of the Ninja vein. The Witch (the game’s protagonist) feels much like you’d imagine an “elementalist” to feel, and achieving the disparate objectives within each level requires a mastery of each of the fire, water, and earth elements. And the game features a gradual and intentional power curve that allows you to lean into whichever element suits your fancy. Although the game can be completed in a little over six hours, I spent almost four times as long, completing various challenges and enjoying and appreciating this stealth playground.

  • #5

    When you first take a look at developer Zuurix’ game, you’re not likely to be impressed. But beneath it’s simplistic, pixelated graphics lies a creative and charming deckbuilding puzzle game. First of all, I loved the “conjuration” mechanic. Most of the cards in the game aren’t unlocked by completing challenges, but by interacting with objects on the screen in a particular way. Interacting in this way (if it’s your first encounter with such an object) produces a new card that then be used to help you conquer future challenges. In this way, the game’s simplistic art style is turned into an asset – it’s very clear when something emerges on screen that you haven’t seen before. It’s a good thing, too, because some of the challenges are quite tricky, and you’ll want every resource at your disposal. It was always exciting for me to find out just what effect these new cards would have. Whereas many deckbuilding games encourage players to use decks of 30 cards or more, it’s often beneficial in Magic of Autumn to limit your deck to only a handful of cards, which I found to be a refreshing change of pace. Lastly, I think it’s worth mentioning the mood that the game creates. The desolate environments and somber soundtrack reflect the existential situation our protagonist finds himself in.

  • #4

    I tend to have a soft spot for meticulous experiences like this – games that put your characters in almost impossible situations, allowing you to easily try and retry various tactics until you find success. I’ve always found that my tolerance for difficult sections within games corresponds quite closely to how quickly I can get back into the fray after a failure. With Action Squad Studios’ title you never even leave, as you can literally rewind time back to before the latest in your long line of boneheaded efforts. However, the game can still be challenging, even with this ability. Luckily, there are resources that can be found and utilized in each of the game’s locations to make things a bit easier. Explosives, components for various arrow payloads, and herbs and mushrooms with magical effects can all be turned to your advantage. Of course, it also helps to get a feel for how each enemy attacks, and what you’ll need to watch out for in particular. The situation always feels scrappy and desperate, but without feeling punishing in that way that other games evoking these feelings often do. It doesn’t hurt that the game features a colorful and alluring graphical style and a charming cast of characters to boot.

  • #3

    Before I started Wasteland 3, I saw the series as sort of a low-budget, inferior version of Fallout. Although I hadn’t played the first and second games in the series, I was an enormous fan of Fallout 3 and Fallout: New Vegas, and felt that InXile’s series couldn’t possibly measure up. Also, I was one of the poor souls who played Hunted: The Demon’s Forge, so I didn’t have a tremendous amount of confidence in the studio. Color me surprised when I found this third iteration to be perhaps the best post-apocalyptic game I’ve ever played. Much like Fallout, Wasteland features a tremendous amount of character customization. Only in Wasteland, you’ve got a whole party to kit out. There are skills, perks, trinkets, weapons & armor (which can both be modded), and even cyberware. The various party members that you can recruit have their own personalities, aims, and unique dialogue associated with many of the game’s quests. Of course, there's also the Kodiak, which is just fantastic. Post-apocalyptic Colorado is a dangerous place, so your rangers ride around in style, in what amounts to a tank. You can customize its guns, armor, treads, hood ornament, and even its horn. InXile has created a vibrant world filled with interesting characters (with solid voice-acting), quests and locations. Quests can be approached in a number of ways, and character skills come into play during dialogue in a way they haven’t since Obsidian’s work with New Vegas. Some of the most monumental quests in the game feature original, doleful music that underscores the tension. The turn-based tactics gameplay makes combat encounters more kinetic than in Fallout’s offerings (which could become a VATS-fest for me), and the inclusion of co-op just puts the whole package over the top!

  • #2

    Just thinking about this game puts a smile on my face. It’s a tremendously charming (and funny) game about a teenage girl and her boyfriend going on a camping trip with her aunt and uncle. The story consists of things that could be considered mundane, such as setting up a tent or roasting a hot dog, but the youthful exuberance of Mord (the teenage girl) makes everything more fun than you’d expect. Back when I studied Russian Literature, many authors touched on the idea of “maturing into childhood” in their work, by which they meant maintaining a sense of wonder and awe even in common situations or when interacting with everyday objects. While the game touches on concepts like family traditions and life milestones, what the game is “about” (in my view), is people who care about each other, but are uncomfortable and are having trouble showing it. If there’s a more relatable subject, I don’t know of it.

  • #1

    I remember, years and years ago, getting Commandos II for Christmas from my uncle. I don’t think I made it too far in the game, but I vividly remember turning on the portable radio to get the attention of a guard and having him stumble through my bear-trap on his way to investigate the commotion. Here we are, almost two decades later, and it’s just as satisfying now as it was then. However, at this point the real-time tactics experience has been fine-tuned to perfection, and not just because Hector doesn’t need a portable radio anymore (he whistles). Desperados III is an absolute all-star when it comes to giving you the information you need to create a devious plan. Where can you hide? What environmental hazards can you turn to your advantage? When can enemies see you, and can they still see you if you’re crouching? How much noise do your abilities make? How many enemies will be affected by those abilities? All of this is clear and instantly comprehensible. Developer Mimimi Games understands that you may need to experiment, and encourages quick-saving at regular intervals by prominently displaying how long it’s been since your last one. The icing on this cake is a “showdown mode,” which allows you to plan actions for each of your characters to perform simultaneously. On your word they’ll execute your plan, which can result in some of the most satisfying moments you’ll have with the game. While almost twenty years had passed since I’d played a real-time tactics game before, I can guarantee you that it won’t be that long before I dip my toes in again.