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aodhhinsai

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Game of the Year 2023

This was a year in two parts. The first half was dominated by two things: Freelancer (an absolute runaway juggernaut) and playing comfort-food games on the Steam Deck. Being back in the Steam ecosystem means the barrier between me and impulse buying an old game to play portably is minimal. Just Cause 3 for $2.50? Sure, there goes 16 hours. Play Assassin’s Creed: Odyssey for the third time but this time on a handheld? For $6 why not. Even Fallout 4 ($3), a game I have ready access to on multiple other consoles, got playtime. With new releases slowed to a trickle, and my console gaming dominated by Freelancer, it really was the Deck’s time to shine. I’ll always love the Switch, but it definitely became a Nintendo first-party machine this year.

In the latter half of the year I faced the onslaught of heavy-hitters. Once I made it through some of my must-play games I started to feel kind of weird about the rhythm I fell into. There were so many games to play, with so many on the horizon, that I just froze up and dropped into playing a comfort game. Usually this is something like Skyrim, and Starfield ended up being the end-all-be-all. I wanted to finish playing Assassin’s Creed Mirage, or Spider Man 2, but in my evenings after work I just needed to shut my brain off any play Starfield instead. Part of this could be the fact that I’m in a full-time position now instead of adjunct teaching. It’s been nice to have the additional stability, and I LOVE my job, but wow— I get home and sometimes I just don’t want to play something super new.

It’s been another fantastic year for me and my family and another nightmare year for the world at-large. I can’t square those two things— and I’m increasingly uneasy with it— but I’m grateful that I'm lucky enough that I can continue to enjoy writing a weird little list of my favorite games for another year.

Keep an eye out for unmarked spoilers as you read the list and be kind to each other in 2024!

-Aodhhinsai

List items

  • Special Mention - Winner - The “Good Ol’ Fashioned Disappointment” Award

    This award goes to the game that had the deepest gulf between expectation and depressing reality.

    Fire Emblem: Three Houses is one of my favorite games of all time. With the first reveal of Fire Emblem: Engage I was already on the slow slide towards disappointment. The game itself looks great, considering the limited power available to use on the switch, but the main characters look doofy as hell. The Saturday morning cartoonish tone was immediately a off-putting compared to Awakening and Three Houses and the art direction throughout is, charitably, not my style. Every costume felt like it fell out of the chintziest discount bin on the block.

    I can’t deny that the gameplay is excellent— I love it so much— but it feels pointless without a compelling narrative to pull things along. Any game would feel a bit hollow compared to Three Houses (a game aimed squarely and personally at me) but this really stings.

    I’ve tried several times to come back to it since release and every time it feels like an uphill battle. The turn-based gameplay is great but the meta/social layer (or comparative lack thereof) violently bounces me off of the game between levels. What a disappointment.

    This award goes to the game that had the deepest gulf between expectation and depressing reality.

    Fire Emblem: Three Houses is one of my favorite games of all time. With the first reveal of Fire Emblem: Engage I was already on the slow slide towards disappointment. The game itself looks great, considering the limited power available to use on the switch, but the main characters look doofy as hell. The Saturday morning cartoonish tone was immediately a off-putting compared to Awakening and Three Houses and the art direction throughout is, charitably, not my style. Every costume felt like it fell out of the chintziest discount bin on the block.

    I can’t deny that the gameplay is excellent— I love it so much— but it feels pointless without a compelling narrative to pull things along. Any game would feel a bit hollow compared to Three Houses (a game aimed squarely and personally at me) but this really stings.

    I’ve tried several times to come back to it since release and every time it feels like an uphill battle. The turn-based gameplay is great but the meta/social layer (or comparative lack thereof) violently bounces me off of the game between levels. What a disappointment.

  • Special Mention - Winner - The “Just Needed to Talk About It” Award

    This award goes to the game that I just needed to talk about.

    Look, sometimes I just want to see some expensive looking kaiju fight. FFXVI clearly fulfills that need, and every good moment of this game comes from that spectacle. How could I not love the fact that soldiers witnessing the Eikons (a profoundly dumb name) fight are; A) definitely going to die, B) know as much, and C) don’t care because they get to see some sick shit before they go. Maybe it’s my minimal connection to Final Fantasy of series, but I wasn’t gravely wounded by the lack of quality narrative and side content in this game.

    I enjoyed this game as pure popcorn entertainment but the lack quality can be directly correlated to FFXVI’s abandonment of the jovial goofiness I identify as a component of Final Fantasy. The Game of Thrones influence is an off-note that does a phenomenal job of blanding up the usual Final Fantasy formula. The characters were enjoyable enough (as punchlines if nothing else), the writing was uneven in a way I found goofy and occasionally endearing (despite itself) and even though the final act was weak as hell I still enjoyed it.

    Sometimes it’s okay for a game to be nothing more than a music box full of shiny lights— it just seems like Final Fantasy, a series that means so much to so many people, didn’t need to be the one treated that way. As someone with minimal connection the series, it was fine by me (emphasis on the word “fine”). Do with that what you will.

  • Special Mention - Winner - The “Can’t Go Home Again” Award

    This award goes to the game that has plenty of nostalgic value but just doesn’t connect on a later playthrough.

    This is, technically, exactly what I wanted from Elite. It should have been an improvement one of my favorite games of all time. Unfortunately, as noted in my best games of every year list, Elite has slowly withered since my grand heyday with it. The implementation is just too fiddly to make it worth playing and it falls prey to the same issue with insufficient mission rewards as the rest of the game. Granted, the Steam Deck is a less than ideal place to play.

    I might’ve been able to let Elite Dangerous: Odyssey slip by with nothing but a brief haze of disappointment, but Starfield came out and did just about everything that I would have wanted to do in this expansion— but better. It’s a bizarre feeling to know that I never felt like playing one of my most anticipated game expansions after the first few times. I’ll always love my memories of Elite: Dangerous, but I can never really go back.

  • Special Mention - Winner - The “You Can Go Home Again” Award

    This award goes to the game that actually is pleasant to play again.

    I haven’t played all the way through Minish Cap in a long time. This year, getting a Switch with an OLED screen was a great excuse to go back and check a childhood favorite. It’s not surprising that it doesn’t feel as monumental to me as it did when I was a kid, but I still got a lot of enjoyment out of it as I played from start to finish.

    My memories of this game are so vivid. I remember getting the cartridge and right before a sick-day and playing over a fever fueled three-day weekend. I laid on the couch in a makeshift blanket bed and mowed my way through. Even as an 11 year old I knew the campaign was a bit shorter than my all time fave Link to the Past. The slightness in the main campaign is even more pronounced now, but I appreciate the robust side content and map items to discover. Thankfully, it isn’t a case of ‘you can’t go home again,’ but I do think I’ll leave it be for another few years until I can experience it vicariously through my daughter.

  • Special Mention - Winner - The “Play Shadows of Doubt” Award

    This award goes to Shadows of Doubt, which you should play.

    Hey, what if Alan Wake II’s aesthetically engaging but mechanically shallow investigation board mechanic was built out into an entire game? If this sounds halfway interesting to you then you should play Shadows of Doubt— I’m definitely underselling it. There’s so much more to see.

    This concept is absolutely bonkers, and I love the way that the investigation mechanics are tied into a functional (for once) cork board mechanic. It’s an elegant, open-ended way to build out a mystery game. The procedural generation feels clever, even if it’s clearly a roll of the dice rather than handcrafted.

    I didn’t get to play nearly as much as I wanted— the Steam Deck isn’t quite the place for something with this complex a UI— but I know I’ll come back to this game on PC and get into a proper groove. I can’t recommend it highly enough.

  • Special Mention - Winner - The “Kiddo Game of the Year” Award

    This award goes to the game that I played (and enjoyed) most with my kiddo.

    I don’t have much to say about Mario Odyssey that I didn’t say when I included it on my list in 2018. The difference is that I spent the better part of the year hunting down every single one of Odyssey’s 836 moons. I hadn’t ever planned to spend this much time, but playing with my kiddo has been an absolute joy. Getting a high-five from my 2.5 year old every time we got a moon was the best thing that happened to me on any given day. Odyssey is a stellar first ‘real’ game for us to play and I can’t wait to have more experiences like this in the future.

  • Special Mention - Winner - The “Penny in the Parking Lot” Award for Best Surprise

    This award goes to the game that came out of nowhere and turned out to be an absolute delight.

    I wouldn't have ever played Tchia without a recommendation from someone else, and I'm so glad I did. There’s an endearing amount of heart on display from the very first frame. I adore ambitious games from teams punching above their weight class. “Wind Waker but with Shape Shifting” is a pretty unbeatable elevator pitch, and I’m so glad I got to spend time with it this year. I haven’t finished it yet (some heavy-hitters came knocking) but if you have a quiet moment and need to play something engaging, beautiful, and charismatic— Tchia is your very best bet.

  • Special Mention - Winner - The “Undead Behind the Eyes” Award

    This award goes to the game that is ALSO devoid of charisma and needed dumb pun to justify talking about.

    The art direction is one of the only aspects of this game that doesn’t feel cheap. The threadbare storytelling and miserable controls left an immediate bad taste, chased by weapons and combat that feel weightless and completely free of impact. How did this this get through the door of one of my favorite studios? Obviously, it’s not in their usual wheelhouse, but I struggle to see any of the hallmarks of the Arkane Austin than made Prey— one of my sleeper favorites. I’ve experienced studios I like making things that were bad, or not for me, but somehow it hurts more for them to release something like this that feels so hollow (although maybe that’s apropos of a game about the undead).

    The more distance I have from my (brief) time with Redfall, the more I think that even the style is underwhelming. Is it actually stylish? Or is it coasting on the King-ian font treatment for it’s title card? It doesn’t much matter. At the end of the day it’s still an experience that left me shrugging and ready to move on to greener pastures. What a shame.

  • Special Mention - Winner - The “Dead Behind the Eyes” Award

    This award goes to the game that, regardless of other merits, lacks anything resembling a charismatic connection to the player.

    Riders Republic’s indirect prequel, Steep, was enjoyable because of its relative simplicity. The game was sterile to a fault but gave you immediate entry into the action. It knew what it was and what it wanted to be. In that regard it was a bit of a throwback to the sports-action games of yesteryear.

    Riders republic tosses all of that out the window and is much worse for it. I cannot understate how disgusting a taste it left in my mouth the first time I booted it up. It’s a confusing mess of modern microtransaction focused game design and fake-cursor-on-controller menu layout. It’s a game that is thoroughly miserable to try and play and seems to resent the player for wanting to engage directly with the gameplay. Rider’s Republic is truly the apex of this bullshit era of full-price yet still monetized dreck. It’s been a while since I’ve played something this soulless, but at least that game had the courtesy to not play at being one of the cool young folks.

  • Special Mention - Winner - The “Patti McGee Award for best Styyyyle” Award

    This award goes to the game that knows what it wants to look and sound like and successfully brings the player along for the ride.

    Olli Olli World is so laser focused on relaxing chill vibes that you can almost forget about how demanding the game can be. Because of the heavy lifting done by the art direction, I could play for much longer without getting burnt out. Despite how much I genuinely LOVE the execution on this, it still isn’t the game that I default to when I’m looking for a lil’ something to distract me. That’s fine— I’m happy to have my intense run through a game and then to let it be. Olli Olli World oozed relaxed good vibes and that’s enough sometimes.

  • Game of the Year - #1

    Starfield shouldn’t win. It’s not right! There are four other games on my list— an incredibly tight list— that should come before it. And yet, when I pushed past the logical reasons and into how I emotionally responded to this year, no other version of this list felt right without Starfield at number one. So, knowing full-well that this list will probably look absurd in retrospect, I present to you my number one game of the year. Welcome to Chunks, please choose your Chunks.

    Get ready folks, the mixed feelings about this pick don’t stop there! Throughout my time with Starfield I haven’t known what to think. So many people are rightfully pushing back on this game— it’s the same formula, it’s structure isn’t great (both true)— and yet I’ve been content to tootle along. Skyrim, as I’ve mentioned before in these lists, holds a special place in my history. I know that I know can’t ever replicate my connection to that game (at least, not intentionally) but I still hold out hope with every new Bethesda release. When Fallout 4 came out I was initially a bit cold on it. After some time with (and away) from the game, I settled into a deep groove and it’s become another of my most played games. It seems like I’m replicating that with Starfield.

    One of the long-term draws of Bethesda games for me is the process of gaining complete mastery over a world. I don’t mean the kind of mastery that comes from practiced execution of mechanics or a carefully manufactured build, I mean the uniquely Bethesda ability to learn a game’s systems, skills, and world enough to completely bend and break it. I’ve been fascinated by this since my first time making a 110% invisibility armor set in Oblivion. I don’t give a single shit if something isn’t balanced— I feel powerful. Give me the opportunity to learn the nuances of a game and then completely bend it to my will in a way the designers didn’t intend and I’m happy. Of course, that isn’t for everyone. I wish I had the refined palette of a Renata Price or other stellar critic who hasn’t been impressed by this game— but I don’t. I’ve enjoyed my time with Starfield and trust that in the next few years my connection with it will only continue to grow.

    Even expecting a slow burn, there’s no way around some of the design issues that could make Starfield less appealing in the long term. The biggest hurdle is the compartmentalized design of the its world. One of my favorite parts of past Bethesda games has been the spaces in between any given objective. Cutting out that space kneecaps the Bethesda design staple of stumbling across a million intriguing things on the way from objective to objective. Everything you interact with has to be a destination, it rarely can be an accidental find. There are moments where I genuinely appreciate the desolation of the random planet landings— Skipping across the icy low gravity surface of an unforgiving moon, rifle in hand, on my way to engaging a mercenary base freaking rules— but those are experiences are part of the build-up to an objective. The line from inception to execution is so direct that there isn’t the usual room for plans to get shelved by a new discovery, derailed by an unexpected event, or blown away by a harsh encounter. In short, there aren’t great incentives to mosey and I miss them dearly.

    Bethesda has definitely improved the player’s ability and reason to linger in its major urban areas. The cities in Starfield are more elaborate, complex, and densely packed with content than past games. I really enjoyed hunkering down in one of the capitals and roleplaying a life in those spaces. These sprawling (for a Bethesda game) urban spaces are where the mission writing has a chance to shine a bit brighter. The writing in Starfield can be wildly uneven— I think this is due to the generic locales so much has to take place in— but when given a true sense of place and context the mission writing starts to click. The Ryujin corporate quest line leans on Neon’s best characteristics and tells an entertaining cyberpunk-adjacent tale. Even better, it sends you to a plethora of other locations that aren’t just another outpost on a procedurally generated world. It functions as a great tour of some of the more interesting corners of Starfield’s Galaxy.

    Not every bit of Starfield’s world is interesting, and I can’t wait to see what community members can do with that space. Bethesda game modders are some of my favorites and I’m psyched to see what changes can be made to make things quantifiably better. I worry that the community might not take to Starfield modding, but I trust that there are enough talented folks about there with my sick curiosity to facilitate some cool stuff.

    This brings me to the biggest ‘controversy’ surrounding Starfield, the big narrative and structural loop. I cannot understand why people are being such whiny doofuses about a feature that you don’t have to engage with. Starfield’s infinite new game plus provides an interesting narrative hook alongside a chance to take a favorite character (or, at least, their levels and perks) forward as you enter a fresh copy of the universe. I like it! I may not play with it when I create new characters, but I think it’s a nifty idea. The folks complaining that it devalues or tosses aside the effort they put into base-building… I understand to a point, but aren’t there a million alt characters you can make to experience the loop? Don’t you end up making a million 10-hour outposts? Well, maybe that’s just me, but I still think the complain is a bit hyperbolic.

    At the end of the day, I think that Starfield is perhaps the coldest, least narratively engaging game Bethesda has made in a while and… I just. don’t. care. There’s only one game this year that I want to vivisect and lay out on the table to see what makes it tick: this one. Like with its predecessors, I intend to spend the next few years doing so. Here’s hoping that the next Elder Scrolls can provide a worthier subject.

  • Game of the Year - #10

    I love the slow but steady emergence of the linguistic puzzler. Chants of Sennaar reminds me of one of my previous top games, Heaven’s Vault. In both, the core excitement of learning and translating the languages is incredibly rewarding, but Chants focuses just a bit too much on some ancillary mechanics (namely the stealth section) that I could have left behind. It’s absolutely worth playing even if it doesn’t quite hit the highs of the games I compare it to. I don’t have much to say, but don’t take that as a negative. I think this is a great on-ramp for anyone who may be interested in a language-focused puzzle game but isn’t sure if it’s for them.

  • Game of the Year - #9

    I spent a year not giving a single shit about this game. Everyone seemed to hail it as a all-time great and yet every time I looked at it all I could feel was apathy. I never once considered throwing the few dollars at it to give it a try. The barrier to entry was eventually lowered to the point where I couldn’t ignore it. In January I downloaded the free version on my phone and almost immediately felt like a massive numpty. This game rules. Vampire survivors is so nefariously addictive that I’d be terrified of my own compulsive play if it had a business model anything like modern service/mobile games. Thankfully it doesn’t and I can feed my need for character advancement without fear of real money investment.

    Thankfully, after a torrid two months I hit a natural stopping point. I unlocked just about every character and reached the ‘endgame’ (not really an accurate phrase) and started hunting final bosses. My progression finally started to stagnate and I was able to set it down without getting sucked into a full 30 minute cycle.

    Vampire Survivors is fun. I don’t know why this obvious statement (these are video games, shouldn’t they all be fun?) is so meaningful, but it it. It’s a simple game made without pretense, aggressive monetization, or delusions of grandeur— and I love that.

  • Game of the Year - #8

    Ever since I finished Return of the Obra Dinn in 2019 I’ve had an itch for a logic puzzler that has gone mostly unscratched. The Case of the Golden Idol is as successful as I think anything could be in this sub-genre. In the five and a half hours I spent with it I was engrossed by the bizarre story and unsettling pixel art aesthetic. There’s a reassuring nostalgia that bubbled up as I played Golden Idol. This game is ugly in a way that should be off-putting but works in its favor instead. I remember a lot of the games under the old EA Kids banner felt like the buckled-up version of this aesthetic— namely Eagle Eye Mysteries.

    I never felt like the logic puzzles were too arbitrary or had solutions that were too narrow, which is a small miracle in any puzzler like this. Every vignette was tightly constructed and manageable, even as they get more complex throughout the story and DLC packs.

    I don’t know that I can offer an unqualified recommendation for Case of the Golden Idol, but if you’re a fan of this weird little genre… well, you’ve probably played it already.

  • Game of the Year - #7

    My childhood love affair with Star Wars still runs deep today, but it’s been tempered by years of corporate storytelling and overly cautious management of the “beloved IP” (yuck). Couple that with my general distaste for the exclusionary and whiny contingent of the fanbase and I tend to avert my eyes and pretend not to notice when a new Star Wars ANYthing is released. I just have thoughts about what Star Wars is/should be that aren’t particularly popular with the hardcore crowd. Thankfully I’ve been able to find some joy in the setting thanks to A More Civilized Age and their very-much-what-I-just-described relationship to the series— something that dovetails directly into my experience with this game.

    Needless to say, I came to Jedi Survivor I had a lot of baggage. That’s why I was thrilled to find a game that quietly spoke to my modern interests in the Star Wars setting. The intro on Coruscant was fine, but things immediately hit for me when arriving at the first settlement after you crash land. The western flavor finally *felt* Star Wars-y in a way that really worked for me. Obviously it’s something The Mandolorian did, but not being set on Tatooine meant they could make smart evocations of the genre without leaning into the excruciatingly literal/pandering execution that modern Star Wars media tends to. It portrays Cal (less bland than before, but your mileage may vary) as a freelance problem solver. He’s someone who may have larger goals, but who still is wandering around getting into trouble between here and there. It’s what the Jedi work best as— western gunslingers, lone samurai— y’know, well-meaning scumbums, drifting from town to town solving problems. It helped that I played most of the game with Cal in a mustache and sleeveless shirt combo that made him look like every dude I’ve ever seen touch a football.

    The story isn’t perfect, the pacing can be odd, but wow, the story punched me in the stomach. I was happy enough with how things were progressing, but a mid-game pivot both confirmed, and then subverted, my predictions of where the story would go. As soon as it was revealed that your mercenary best buddy is a traitor (I’m shocked, SHOCKED) I was prepped to roll my eyes, but when he force-pulls a saber out of your reach and starts to wreck shop… it hit me like a ton of bricks. Some might criticize that as unearned, but it worked for me and really recontextualized the back half of the game. The finale is a bit less successful. It comes to emotional peak and then, rather than a proper denouement …it just ended. I’m not sure how to feel about the deflationary nature of the cliff-hangar, but it didn’t ruin an otherwise solid experience.

    I haven’t talked much about the gameplay and that’s because… it’s fine! It’s souls-like and sufficiently tight to be rewarding while still offering common sense difficulty options. I’ll be honest though, I’m mostly here to play with my digital Star Wars action figures— endlessly customizing the blasters and lightsaber to match Cal’s mood and outfit. I’m glad that there’s no dedicated stats screen that could tell me how much time I spent in the customization menus. I think it would raise some serious questions about how I’m spending my limited time on this planet.

    Despite some minor quibbles with the narrative, I liked Jedi Survivor a lot. There are a lot of meaningful moments that left me feeling more positive about Star Wars— even in light of recent inconsistencies in quality. It presented a version of the Jedi I actually liked— one that doesn’t care about the dogma and stuffiness that has come to represent the Jedi in a lot of other Star Wars media. It recognizes that the anti-connection stance is BS, it lets its main character use a blaster like any other tool, and it recognizes that the Jedi Order was a failed organization that churned out a bunch of broken people. It’s profoundly nerdy, but stories like the one in Jedi Survivor and Andor matter to me. Not just because they tell a more interesting story than other recent entries, but because they make me feel good about liking this series again.

  • Game of the Year - #6

    Why didn’t more people talk about Sludge Life? I’d heard a bit about Sludge Life— mostly when people discussed its soundtrack— but when I saw Sludge Life 2 had come out I decided I needed to take a look. Within minutes it had absolutely pinned my ears back. The tone and art direction are wild, and I immediately clicked with the sense of humor. I wish there were more games that were scoped like this. The relatively modest size of the world is ideal and encouraged me to dig into every single corner, nook, and cranny. The story— such as it is— lives in these out of the way corners and is entertaining enough to warrant finding every single objective and ending.

    I also played Sludge Life 2 and could appreciate a sequel that was longer and more complex, but lacked the impact of the first game. There were some extremely high highs, but the average moment to moment experience didn’t quite live up to the first game for me. It was still excellent, and I appreciate an increase in scope without compromising the tightness of the first game.

    Ultimately, I’m surprised that I didn’t hear more folks talking about this game in my usual circles— especially since the sequel came out this year. The price is right for both, and I can’t recommend them highly enough. I’ll have Big Mud stuck in my head for the foreseeable future and you won’t catch me complaining.

  • Game of the Year - #5

    The top four games on this list are all from the latter half of 2023 (close enough. I know Tears of the Kingdom was in late May). In the barren wastes of the first half of this year there was one game so dominant, so perfectly executed that it refused to stay off my mind for long enough to let me explore the meager few releases that might have competed for my time. Hitman: World of Assassination’s new Freelancer mode is what happens when a studio is at the top of its game and know its audience in and out. It’s uncompromising, demanding, requires a lot of its players, and was a deep dark hole that I gladly inhabited for half a year.

    Over the last few years ioi has ensured that Hitman has been easier to experience for new players who haven’t been playing since the 2016 reboot, and more satisfying for veteran players who need some truly bonkers uncut challenge just to feel anything maaaan. Freelancer lets me take my encyclopedic knowledge of every nook and cranny of the maps and utilize that for something with actual stakes— it also subverts that experience by removing the existing drops and adding a dollop of procedural generation. It really is a superb way to keep the game fresh as it heads into its third year since Hitman 3 was released and 8th (HOW IS THIS POSSIBLE) since creating the maps and format we’ve come to love.

    We’re jumping back to early May— it’s been months and I still haven’t stopped. One more run, one more target, one more syndicate. I’ve collected every weapon for my wall and leveled to the high 70’s before I even start starting to feel the fever break. What an absolute rush. Nothing gives a bigger jolt of emotion than losing a run unexpectedly and nothing feels better than getting the job done— whether it’s a messy skin-of-the-teeth endeavor or a carefully planned surgical operation. This loop is probably familiar to folks who engage with modes like this more often, but for someone usually impervious, it was a ton of fun to have one of my favorite games of all time back in the spotlight again. If you haven’t played Hitman: World of Assassination— do it! If you have, and thought you’d gotten enough from it, I’d highly encourage you to give Freelancer a try.

  • Game of the Year - #4

    I don’t generally vibe with horror games. I find the structure and design (visual and gameplay) to be mind-numbingly boring. Alan Wake II doesn’t struggle with any of those issues and instead offers one of the most propulsive and engaging experiences I’ve had in years. Nothing looks or feels like Remedy at the peak of their power— the vibes are immaculate. Their inclusion of live action footage into the experience has never been more streamlined or compelling, the tech feels like it has final allowed them to get truly bizarre in the ways they’ve always wanted to, and the writing is self-aware enough to get across the fact that it knows that Alan Wake is a hack— a critical acknowledgement if this game is going to work.

    Alan Wake II manages to avoid many of the pacing issues that lead to me bouncing off this genre— even over the course of a lengthy main campaign. It has a well balanced narrative that allows for plenty of combat-free ‘walking sim’ segments to break up the potential monotony of the horror gameplay. These quiet segments wouldn’t work without aesthetics that are second to none (I still think constantly about Remedy’s chapter title work here and in Control) Even moments where I know combat isn’t going to break out the player is left basking in the oppressive weirdness of the world and its art and design. The art, in turn, is supported by writing that is able to deftly swap between knowingly corny, genuinely funny, and absolutely unsettling— sometimes within a few lines of dialog. It’s a genuine marvel.

    I came away from Alan Wake II feeling optimistic about the future of ‘next-gen’ (big eye-roll here) game design. Finally, you can play a game that focuses on integrating the new features allowed by the tech into something that isn’t just higher resolution concrete or rounder tires. The technical experimentation works together with the Remedy’s pursuit of surrealism in a way that no other game has quite nailed down. As I started to play, I found myself recording various stunning moments where Alan Wake II did things I’d never seen before— before too long I had to stop because I realized I was recording just about every scene. The rapid transition between world states, the bleeding between worlds, the streamlined integration of live-action that eventually drove me to quit guessing what was real and what was in-engine— all of them are just unbelievably cool.

    As the story wrapped up into a predictable question mark I was completely satisfied. I had been provided with the perfect amount of game. I loved every second of the main story, found all the collectables, and was content to be done. That’s a rare pleasure in games. Alan Wake II grabbed ahold of me and demanded my attention until I had seen all it had to offer. Now, it will stick with me for years to come.

  • Game of the Year - #3

    It’s beyond me how the back half of 2023 could have this many heavy hitters that actually connected. Baldur’s Gate 3 managed to saunter into that gaggle of 800-pound gorillas and cut a distinctly confident figure. Anyone who played Divinity: Original Sin 2 knows that Larian is a humble little powerhouse of a studio, but I think there were a lot of folks caught off guard that a game as conscientiously made as BG3 could overcome it’s “niche” CRPG origins. I know this is a confluence of factors— the D&D brand and tabletop games at large are at an all time popularity high, substantial RPGs are huge, folks were ready for a single-player experience that eschewed all of the monetization that saturates major releases— but none of these would have mattered if the game itself didn’t deliver. Holy hell, Baldur’s Gate 3 delivers.

    I love Divinity: Original Sin 2, but Baldur’s Gate 3 takes every system, idea, and strength and improves on it. The writing is second to none. Every character and location feels sharply drawn and fleshed out. The systems allow for so much customization and tailoring to personal taste and also facilitate just about every deranged rube goldbergian whim a player could have. The number of times I had the dumbest possible idea and found that it was not only possible, but accounted for by dialog? There’s no feeling better than that.

    Combat is deep and varied in a way that feels profound rather than astroturfed (Starfield, I’m looking at you). In addition to the party members I was able to get a feel for, I’ve played through runs as a monk, a rogue, and a warlock. Each character’s interactions with the world felt completely distinct and let me wander down paths and branches that I was stunned existed. It’s not just the combat that opens up these story branches and additional content— speech is as legitimate a path through the game as I’ve ever seen, short of games with conversation as the sole means of interaction like Disco Elysium. Talking a demon into killing his followers, his pet, and then himself one-by-one was a highlight. What I love is that important persuasion encounters aren’t just passive checks or dice rolls, you still have to pick the right conversation options before and after your checks in order to be successful. It feels like the character has the skills facilitate your own conversational prowess. Along the same lines, I appreciate that the conversation trees can and will end without letting you exhaust all of the options. Sometimes a conversation just goes one way and not another. It feels incredibly natural and true to life in a way that I appreciate. Sometimes it’s a relief to know that you don’t have to worry about minn-maxing every interaction.

    Those interactions are universally entertaining. The fact that everyone shamelessly wants my character is so funny too me. Some games would feel clumsy or pandering because of this (I love Mass Effect, but, c’mon). Thankfully the writing in BG3 is too good for that. There’s a knowing wink every time a character starts a conversation that is obviously going to turn thirsty. I mean, jeez, you start a significant cutscene with a mindflayer and immediately know— without a word of dialog— that they’re trying to get a piece of your player character. I laughed out loud in an empty room.

    One of the other features that’s quietly a star of my experience is the multiplayer. Normally, I see these modes as something entertaining to watch streamed by people I like, not something that I’d every do (I’m a primarily single-player person). Baldur’s Gate 3 offers an amazing opportunity to get people who don’t have time/a large enough group for a tabletop experience into something that’s pretty close. I started playing a new run with my sister and it opened up a ton of opportunities for the best kind of jackassery. Having someone else in the room as we play via LAN is such a wonderful throwback. I get a ton of joy being able to shepherd her through a denser set of RPG systems then she’s usually interested in.

    Baldur’s Gate 3 deserves every ounce of the praise that it has received, and I’m thrilled to see it attract much larger audience than some folks expected. I’m so excited to see Larian see this kind of success and I can’t wait to see what they do next.

  • Game of the Year - #2

    What a triumph. How do you take a game like Breath of the Wild and create a sequel capable of inspiring an even greater sense of wonder and exploration? It turns out that having many of the same people who did just that with Ocarina of Time and Majora’s Mask was clutch. Tears of the Kingdom defied my expectations and lead to my most nostalgic, emotional, and meaningful experience of the year.

    When I think about the moments from this year that will stick with me, most come from this game; The dread-filled opening scene, getting scared silly because a dragon is rising out of the darkness as I dive in, the truth of where Zelda and the Master Sword are, the entirety of the Yiga Clan Arc, every flawless piece of music, realizing the scope and content of the depths (and that Nintendo had just skipped advertising it as a feature), feeling genuinely unsettled by a long ascent into a silenced version of the Korok forest that’s just… off. They’re little vignettes that will last when I think about games that just do it right.

    Right doesn’t mean perfect. There’s no way to paper over the shaky opening island. It felt slow to me, and isn’t quite up to the standard of set by Breath of the Wild’s perfect introductory area. I was a bit worried as I fumbled around that first sky island, but once I got to the ground the pedal hit the metal and I never looked back. Two weeks after release day my only note was “goty, number one with a fucking bullet.” That, well, didn’t come true— but it probably should have. So many little moments add up to make this game shine. I just listed a paragraph of memorable moments and I’m having to stop myself from going and adding more to the list. Seriously, even things that shouldn’t have worked on me, did. I know the boss-health-bar-extending-longer-than-expected gag is a worn trope, but it worked on me like an idiot.

    The tone of Tears of the Kingdom is a major factor in why I was so susceptible to every aspect of this game. There’s a lot of Majora’s Mask DNA in Tears of the Kingdom’s world and quest design. Everything feels a bit foreboding and off-kilter— even the map I knew so well from the first game is unrecognizable at a glance. This unsettling tone stands in perfect contrast to the action-packed, pump-your-fists ending sequence that shows off what a powerhouse Nintendo can be when firing on all cylinders. Every component from art direction, to music, to the nostalgic touchpoints come together to pack a perfect punch to the heart.

    There were a dozen iterations of this list with Tears of the Kingdom at the top, and even though it ultimately lost out to a deeply personal (read: bizarre) edge-case, I take a lot of comfort in knowing that it will get its due across many MANY other list. It deserves it.