31.12
2009

I’d originally planned to return in a few months time to cover some of the games of last year that I just hadn’t gotten around to playing yet. To be frank, I’ve decided I don’t want to spend my first months of a new decade tethered to 2009. End of year lists should be a fun way of acknowledging some of the best releases of that year but lets not start pretending they’re important.

My solution is sheer elegance in its simplicity: A list of increasingly esoteric awards covering some of the games that deserve some form of recognition but, for whatever reason, didn’t make the Top 10. Let’s go!

Wii Game of the Year: House of The Dead: Overkill

The Wii continues to be a console that receives almost no attention in my household. The only real exception to this rule was House of The Dead: Overkill. That did, at least, receive some attention. Not much, but some. It’s a well made on-rails shooter with a tongue-in-cheek horror aesthetic in the vein of Quentin Tarrantino’s idea of Grindhouse cinema. It’s got two player co-op and caused me to buy a giant plastic hand cannon so it inevitably won.

Honourable Mention: Bit.Trip Beat – Fantastic old-school arcade Wiiware title that’s kind of like a cross between Pong and Rez. Hard as all hell.

DS Game of the Year: Scribblenauts

This winning is probably a testament to how few DS games I’ve played this year. While Scribblenauts is delightful it is also, equally, frustrating. Unfortunately once you’ve thought of a solution to a puzzle it can be a fiddly process to actually implement that solution, with the mechanics of items not always corresponding to the way that item would behave in the real world. Still, it’s a game of stories. That I made a hard to reach button be pressed by placing God next to an atheist, causing the atheist to run in fear towards that button, is testament to the number of possibilities you have at your disposal.

PSP Game of the Year: GTA: Chinatown Wars

A few places have been giving this DS Game of the Year status but, if you compare the two versions, the PSP is the clear home of this game. The visuals are good enough that it feels like the successor to the original top down games. It’s surprising just how much of GTA4′s Liberty City is included in the game and remains easily recognisable. Also, in the drug trading sidequest, you have much more reason to engage in something outside of the main storyline than was ever offered in GTA4.

DLC/Expansion of the Year: WipEout Fury

The expansion to last years Wipeout HD offers nearly enough new content to justify it being a full sequel. The new Zone tracks are inspired peices of design; wide tracks with sharp corners really offering a sense of building tension and panic as the speed increases throughout. New game modes like Eliminator and Detonator give the game an arcade edge that isn’t concerned with the pursuit of perfect lines that make up most of the original. Eliminator, specifically, is a great concept. The mode lets you head to the front of the pack, do a 180 flip with the touch of a button and deploy a Quake down the track towards the trailing vehicles, destroying the majority of them. Anything that lets you be that much of a dick is a winner in my book.

Honourable Mention: Point Lookout (Fallout 3) - The best of the Fallout DLC releases, although one mired by technical problems (I’ve only just got the bloody thing to work properly.) This is the only one, of the DLC releases that take place outside of the main area, that isn’t just a series of linear locations to fight through. It’s also genuinely good looking, in a creepy incestuous way.

Disappointment of the Year: Ghostbusters

Just before its release there were some rumourings that this might actually be good. It wasn’t. I can only think of one 2009 gaming experience that angered me more. Ghostbusters’ problem wasn’t that its difficulty curve ramped up so high in the later levels that it was almost unplayable with the imprecise and unintuitive control system. It was that it was never funny or charming enough to give a reason for persisting with said difficulty curve.

Dishonourable Mention: Prince of Persia: Epilogue - I’ve made my issues with Prince of Persia known before, but had to admit there was a lot I liked about the game. There was nothing I liked about its Epilogue DLC. It took every problem I had with the original (artificial platforming constraints, terrible combat and unintuitive ‘power plates’) and amplified them. It then removed everything I liked about the original. Its worst crime was the Shapeshifter, a boss encountered multiple times that shifted between two bosses from the original. One of these was fucking unkillable. This was the 2009 gaming experience that angered me the most and the only reason it didn’t win (lose?) this category was because I wasn’t expecting much from it in the first place.

Co-op Experience of the Year: Modern Warfare 2 (Spec-Ops mode)

I could write a whole post on what Modern Warfare 2′s single player and multiplayer modes do wrong. I probably wont but, essentially, once you remove the artifices, the games flaws are all too apparent. Spec-Ops is the only mode that is genuinely brilliant and only then if you’re playing with a friend. Some of the missions you’re given are plainly ridiculous but, with a friend along, this just adds to the charm. An example: Me and Adam were doing a sniper mission in Chernobyl on veteran difficulty (bastard hard mode). Most of the mission was spent hidden behind derelict cars, one of us moving into the open, waiting to get shot and moving back hoping that the other had seen the glint that would give us the location of the sniper. An all round great experience.

Most Improved Sequel of the Year: Assassin’s Creed 2

I’ve still not got to the end, so that might still be rubbish but, even if it is, Assassin’s Creed 2 has already addressed my two problems with the original: There wasn’t enough to do and you couldn’t actually assassinate people. Whereas Assassin’s Creed 1 had you repeat the same series of tasks to find your target, 2 gives you a more traditional linear main story with side quests should you wish to do them. Actually having a crafted progression of missions ensures they are more interesting and keeps the story flowing at a better rate. More importantly you can kill a target without ever alerting a guard, and he goes down with a swift knife to the back like everyone else, no more having to engage him in a fight just because he’s important.

Game that was technically a 2008 release but wasn’t out on PC till 2009 of the Year: Braid

At this point praising Braid is like saying The Godfather was quite good. I may be repeating every other gaming site out there but Braid is genuinely brilliant. It’s the only puzzle game in recent memory that I’ve found genuinely challenging. I went through it again recently in the role of ‘puzzle advisor’ giving hints as Adam played it and was struck by just how much your brain starts to mesh with the game’s constructs and manipulations of time. The ending (by which I mean World 1-1, not so much the Epilogue) is also gut-wrenchingly poignant.

Game that would probably be my game of the year if I could find the time to really play it of the Year: Dragon Age: Origins

I’ve only just got to the part where you begin to choose which order you visit locations. It’s still not quite ‘clicked’ with me yet, a clunky expression I use to define the moment in an RPG where the mechanics and story form a perfect storm of obsession in my head and I will actually start to devote serious time for it. Still, there are things I like already, mostly that the games morality is based on what individual characters think of you, forcing you to learn about them and the strength of their beliefs if you want to keep on their good side. I knew threatening violence against a priest would annoy Alistair, what I didn’t realise was just how much he would disapprove.

25.12
2009

Merry Christmas people! Or, as I don’t expect you to actually be visiting this site on Christmas day, Merry whatever day it is you decide to read this post (less catchy, I know.)

As I’m now home with my family, and have assorted brothers and sisters ranging in age from 6 to 18, I was woken up hours ago by an excitable dog that had been let into all the rooms of people so heartless as to not be up at 6am on Christmas day. At least I assume that is what’s happened going on past experience. I actually wrote this days ago, but Tuesday is a much less Christmassy time to talk about.

On to business. My choice of the best game of 2009 might raise a few eyebrows. I was surprised… I double checked with myself twice but, as I reconfirmed both times, I have enjoyed my time in that game more than any other of 2009.

So, without any more stalling for tension, my favourite game of the year was… Drum roll please…

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Was:

Borderlands

Well, how about that?

So, having idly browsed a few top 10s over the last couple of days I’ve noticed that Boderlands tends to come mid-table. Most state that the RPG elements are underdeveloped, that the lack of a central place to stash your weapons is a crime, that the enemy AI isn’t paticularly advanced and that the story is rubbish. These things are all true.

I don’t care.

Borderlands took hold of me the same way that Torchlight took hold of other people (that’s not to say Torchlight won’t get me, I’ve just not played it enough to give it a chance yet). Here’s the extent to which I enjoyed Borderlands: As soon as I’d completed it I went to the menu screen and started the Playthrough 2 campaign because, as far as I was concerned, I hadn’t completed it. There was still levelling to be done.

Let’s break it down into components. Firstly a note on graphics. Borderlands approaches from the opposite school of Uncharted 2. It’s not a technically impressive looking game but, thanks to its cell-shaded-but-not visual style it is a good looking game. It realises that looking interesting is just as valid as looking amazing. It’s hard to underline just how vital that is; the world of Pandora is an exceedingly brown place and without that visual flair it could have easily been dismissed as another characterless shooter.

Borderlands is certainly not short of character. While the story may be lacking it’s the character of Pandora, and the characters within it, that make the world. They’re not believable but they are consistent which does, at least, make you believe in them. An example (slightly spoilerish): When Tannis betrays you towards the end of the game by sending you on a pointless errand to kill Krom she justifies it by saying that, while she had been forced to, it seemed like the sort of thing your character would enjoy doing anyway. It fit perfectly with the unhinged logic Tannis demonstrated throughout the game. There are other touches of humour sprinkled throughout that add to the game’s style; the manic depressive Claptraps (Gir rip-offs though they may be), the boss intros, anything related to TK Baha. Even outside of the world, the game is pleasingly keen to not take itself seriously, as evidenced with the large bold LEVEL UP! message that covers the screen whenever you level up.

The game sold itself as an RPS (a rocket propelled… no, wait, role playing shooter). Nothing particularly unusual about that these days, but where Borderlands really stands out is that, unlike games such as Fallout 3, it’s the shooter element that is made the key focus. Given the abstract nature of some of the gun power-ups (electricity, acid and so forth) the feedback you get from the gun is surprising. It’s tactile enough that I was usually able to tell if a certain gun was better than my current set without having to compare the stats. Enemies have enough variation to their critical hit areas to keep the combat interesting: Skags take critical damage when you shoot them in the mouth, forcing you to wait for them to attack and trying to finish them off while they leap towards you, whereas Spiderants critical zone is the abdomen, requiring you to stun them head on then circle round to attack them from behind. Sure, the AI doesn’t really show much intelligence, even the humans don’t make use of cover to any extent, but the game doesn’t want you to engage in a war of attrition; it wants you to run into a pack of respawning enemies and, if you’ll forgive the expression, fuck shit up.

The guns are probably the games best feature. During your first playthrough you’ll probably find just one orange-class rare weapon drop. These generally do something crazy, like shoot electric cannons, fire rockets or give infinite ammo. It also makes you want more, drawing you back in to try that second playthrough and see what other mysterious combinations exist. The game basically functions like the best dungeon crawling action RPGs, with weapon drops falling fast enough that you’re constantly looking out for something even better for your character to use. You’ll probably develop a favourite class of weapon, mine was shotguns, but at any point you could come across an assault rifle so powerful that you’re again asked to significantly shift the way you play as you adopt that as a primary weapon. It is a shame that you can’t store weapons that you don’t have room for. Being forced to sell the gun that, while is no longer useful to you, got you through the first few levels of the game kind of goes against the point of being an RPG (although it looks like the next DLC pack does rectify this).

The game received criticism for other ways in which it toned down its RPG elements, specifically criticising the similarity of the characters. I never found this to be much of a problem, although this is mostly because I was playing as Lilith, whose action skill is probably the most unlike the others. While the second player might have circled the outside of a camp, picking off enemies bit by bit, I would be running straight for the centre. There I’d trigger the action skill, turning me invisible and dealing massive corrosive damage. I’d then run past each enemy adding electric damage as I moved past them (while healing my own damage) before, finally, meleeing the final enemy, once again triggering a huge burst of corrosive damage as I shifted back into the world. At this point the first guy would die and Lilith’s Phoenix upgrade would kick in, dealing fire damage to anyone in proximity to her. It’s rare that an invisibility skill is used for anything other than sneaking past enemies. Having the chance to use it as a powerful offensive weapon really gave the combat a level of mad tactics I’ve yet to experience in any other shooter.

All these things combine to make Borderlands great fun to play. The reason it sits at number 1, however, is that it understands the need for local co-op. Too many games seem to put their entire stake in online multiplayer, forgetting that games can be an inclusive social activity. Borderlands gives you that option and it was for that reason alone that my flatmate and I spent much of the month it was released realising that we’d just lost 4 hours in the world of Pandora.

It’s all over! Thanks for reading these assorted thoughts on my 10 favourite games. Feel free, as always, to suggest why I’m clearly wrong and to give the games you think I’ve heinously missed. I should also take some time to thank GameTrailers, as I’ve used some of the trailers on their site to get screencaps for games I didn’t own on PC.

24.12
2009

It’s finally happened: I can’t think of anything to put in this introductory section. No pithy quips and observations about the year 2009, no non-sequiturs, absolutely nothing. Typically I went into this project with absolutely no thought as to what the ramification would be, namely over a week of trying to think of something a bit different to say about my picks at a time when almost every gaming website is publishing overviews of their own.

My method for this was simple: don’t read other sites’ end of year lists… Out of sight, out of mind and all that. I’m starting to think Coren was on to something when he said he did these lists at the end of the academic year. At least you don’t then have to compete with the whole of the Internet (I am aware that I’m not actually competing with everyone, or even anyone, on the Internet mental health fans).

Anyway, I’ll stop with the mad hysteria, there’s more than enough of that in my pick for the 2nd best game of the year:

Batman: Arkham Asylum

(Oh yeah, pulled it out of the bag at the last minute. I am getting good at this!)

This was a pretty late addition as I didn’t get around to playing it until the weekend before compiling this list. It’s rare that I complete a game over the course of one weekend and Arkham Asylum isn’t even particularly short. Yeah, it’s that good.

In Arkham Asylum you play as Batman. That might seem like an obvious statement but in Arkham Asylum you play as Batman. So few superhero games capture the feeling of actually being a superhero. Infamous managed it. Batman’s one of the only licensed examples I can think of that has managed. A key point that lends to this feeling: enemies are terrified of you. On the sections that require you to move from improbably placed indoor gargoyle to gargoyle they’ll start huddling together, complaining and generally acting like they’ll jump at the sight of their own shadow. They never actually run away, they’re far more scared of the Joker than of you, but its a nice touch to help you feel like you’ve actually stepped into the shoes of a legend.

There’s an interesting mix of styles that run through the game. Rooms are generally split into either biffing or stealthing rooms. The stealthing rooms, with the aforementioned gargoyles, give you a room full of armed guards and let you plan your method of taking them down. There are a wealth of options to let you achieve this, although I inevitably ended up hanging from a gargoyle and grabbing a baddie from above. You know, because it looked cool.

So there’s a lot of emphasis on stealth but, unusually for games, Batman’s also pretty tasty in a fight because, well, you know, he’s Batman. When you come across a group of unarmed guards you’ve got a series of moves for dealing with the situation. It’s here the game really shines as the fighting isn’t reliant on ultra-precise timing. There’s a lot of computer assistance, but you’re still required to read the situation: guards about to attack need to be countered, guards with knives need to be stunned before attack, guards with stun guns need to be vaulted over so you can attack from behind. It’s pretty easy to pick up, but takes a lot of practice before you start racking up the big combos.

These two different styles are the reason Batman works. He’s silent yet powerful; patient yet immediate; graceful yet… Wait, this paragraphs getting a bit erotic… You get the point.

Other elements of the game are slightly less consistent. Take the Scarecrow sections. The tone of the game is pretty dark, more Dark Knight than Adam West. At certain points through the story you’re hit with Scarecrows fear gas, at which point the game starts a creepy interactive cutscene looking at Batman’s deepest fears (his parents’ deaths, the fact he’s as crazy as the crazy guys, etc.) These are really good; both atmospheric and tense. Unfortunately they always end in a crappy platforming section in which you must navigate around a giant, rotating Scarecrow trying to avoid his gaze. It’s a shitty denouement to what could have been some of the game’s standout moments.

Actually all the boss fights are crap.

Still, they’re just the odd mark on an otherwise spotlessly polished vessel. It’s hard to think of another game that so flawlessly captures the tone of its source material.

Final point: Why does Oracle, Who’s on voice comms helping Batman throughout the game, insist on calling him Bruce? Doesn’t she know the first rule of communications in field ops? Callsigns only, dammit woman!

Tomorrow may be Christmas day but, more importantly, it’s also the day that I reveal my favourite game of 2009. Ok, so you’re more excited about this Christmas thing…

23.12
2009

Nazis and aliens continued to have a bad time of things in 2009 gaming. The undoubted losers of the year however were the zombies. The sheer proliferation of games with zombies to kill was staggering; downloadable titles like Burn Zombie Burn or Killing Floor, as well as a couple of others whose name I can’t even be bothered to look up; big releases like Left 4 Dead 2; even DLC additions to non-zombie related games – I’m looking at you Borderlands.

Hopefully we’re done with zombies for a while now. It’s time for a new enemy to emerge. I’m hoping for rabid monkeys myself.

Except we’re not quite finished with zombies yet, because at number 3 is:

Plants vs. Zombies

Um…

Okay, this is a little awkward. Really I should be throwing some of my most detailed and enthusiastic praise behind the games in the Top 3. Unfortunately, I’ve said most of what I would have said about Plants vs. Zombies in this post from back in July. Actually it’s a little bit concerning that this is the really the first game in this list that I’d actually had a detailed look at… What the hell have I been writing about these last few months?

In that last post I mentioned just how much there was to do in the game, and just how much content there was left for me to experience. Typically, a few days after posting it, I was done with the game. I hadn’t completed it by any means, in fact I don’t think I ever even unlocked Endless Survival, which seemed to be where many people really put the hours in. Instead I just seemed to reach a natural conclusion; the point at which I’d had my measure of the game and was ready to move on. Maybe I’ll go back to it one day. I probably won’t.

Still PvZ took up the majority of my summer, even running in the background while I was elsewhere, leaving my snail to gather gold from my virtual garden, making it the only game I’ve ever played in which I’ve gold farmed. The reason for such an obsession? If I had to choose I’d cite the wealth of options you had to complete each level.

Unlike PixelJunk Monsters (itself a stripped down version of the tower defense formula), which requires the right units to be placed in exact positions to have any hope of success, Plants vs. Zombies may have units that are better suited to a particular level but just as important are personal preference and experimentation. The game is never so difficult as to force you to use an optimum build and so lets you try things at your own pace. It provides a challenge, certainly on some of the mini games, but that challenge is never insurmountable.

When I wrote about AaaaaA! I mentioned how well the developers had been able to take their idea and run with it; producing a wealth of ideas that intrinsically fit within the concept of the game (actually I don’t think I did write that, but I’m sure I implied it… I meant to). PvZ has this in spades, every single element fitting around the framework of the initial idea. From the almanac, complete with plant and zombie descriptions, to Crazy Dave and his car boot right through to the little notes the zombie’s leave you between chapters. It remains charming throughout, possibly the only zombie game of the year that was, all in all, thoroughly nice.

It’s this sheer personality that actually lead to some of the more interesting ‘tactical’ decisions. Sure the Cat-Tails might be out and out the most powerful plant in the game but choosing it would mean dropping the potato masher, which explodes with a nice Kapow! Do you choose function or favour? Well, actually, you choose both which is what leads to you pursuing the upgrades to the number of plants you can hold and thus dipping into the games side modes.

The Zen Garden is useful, but requires daily attention so only viable for those really in the grasp of obsession. Luckily there are plenty of ways to earn money outside of that, with plenty of puzzles and mini games waiting for you. The I, Zombie mode is what seemed to garner the most praise, pitting you as the zombies against a crop of (cardboard) plants. My real favourite, however, was the Vasebreaker mode – a pleasing mix of random chance and tactical planning. The best moments came when you hit open a vase to reveal an exploding jack-in-the-box zombie, which in turn cracked open more before you were soon overrun and breaking open all the vases in the desperate hope that you’d come across some more plants. That mode perfectly captured the fine line between feeling in control and blind panic… And it was just a small mini-game aside from the main adventure.

At this point I’ve probably mined the depths of what I can actually say about the game. Some key points: It’s good, you should buy it. Now I’m going to take heed of one of the game’s primary lessons and finish on a song.

Tomorrow: Things get penultimate.

22.12
2009

Ways the world didn’t end in 2009: Black hole, asteroid, Rapture, nuclear attack, biological attack, Shaq attack, Sarah Palin, Gerard Butler.

Considering the paranoid of the world have all of 2012 to go crazy with their delusional theories can I propose a moratorium on end of the world theories until at least the tail end of 2011? It’s just, we’ve been putting up with this shit pretty much constantly since the Y2K thing… Is it not time for a break.

Also not of world ending significance in 2009: The release of my 4th favourite game of the year:

Uncharted 2: Among Thieves

Yeah, so this one was inevitable. The trend seems to be for putting Uncharted 2 in the top spot among most game of the year lists. It nearly didn’t make mine. When I was shortlisting games for inclusion Uncharted 2 was nearly disqualified for the many things it does wrong: mostly for being bloody frustrating. Okay, that’s not a particularly helpful phrase, but then the line between frustrating and challenging is a pretty fine one; it usually comes down to, when you do die, are you shouting obscenities at yourself or the game?

Death in Uncharted 2 often doesn’t feel like your fault but, rather, the game not being entirely clear what it expects of you. It doesn’t help that a lot of the platforming is computer assisted. You may see a platform that experience teaches you there was no way Drake could reach, but because its the right way he seems to leap that extra distance. In other places jumps that seem perfectly reasonable cause you to plummet to your death – It was the wrong way. Also there are times when the combat feels more like a puzzle than an action game with you being forced to use trial-and-error to find the right cover location and the right combination of weapons to clear a room of the myriad of soldiers with perfect aim.

So I’ve complained about the game’s faults more than any other on my list, mostly because most sites seem to want you to believe it’s perfect when it isn’t. Really, though, I was just being petulant; when I finally decided that it did deserve inclusion and was looking at its placing it just kept creeping up the list. It helps that what it does well it does really well.

Let’s start with the technical achievement. It almost seems like a taboo to talk about how good a game looks as we keep telling ourselves that graphics aren’t important.True as this may be it doesn’t stop Uncharted 2 from looking absolutely stunning. Even aside from how nice it is to have a third-person action game not be afraid to use a little colour (and with the natural lighting that colour really washes through unlike, say, the last Tomb Raider which was colourful yet somewhat sterile) it’s the little details in the world that really bring it to life. The technical competence of its implementation is also something of a marvel. Killzone 2 may have had a level set on a moving train but that train ride took place exclusively in one long, grey tunnel. Uncharted 2′s moving train chapter is in the mountains. You’d stop and gawp if there weren’t so many people shooting at you.

The characters are almost certainly worthy of praise. Nolan North’s Drake remains a likable lead and here he gets a few extra secondary characters to trade lines with. The story’s nothing special: a few betrayals here, an evil Russian there and an artifact of immense power. That’s fine, it’s an homage to the adventure films of the past and, thankfully, the voice acting really lends pathos to the characters. After a while you actually start to care about them, a rare feat in a relatively short, linear action game.

Then there’s the pacing, probably some of the best I’ve seen outside of a Valve game. There’s a reason everyone raved about the section, about halfway through the game, in which you just wonder through a Nepalese village and just exist for a few minutes, wandering around and interacting with the locals (whose language you can’t speak). It’s a much needed breather after escaping a train wreck and then taking out waves of armed soldiers. The game’s final fight with these anonymous henchman is also probably one of the most adrenaline inducing parts of the game as near endless hordes flood into the room forcing you to make perilous runs to that gun your sure someone dropped over here… oh crap, no they didn’t… Jesus, where’s a shotgun when you need one.

That said, the final boss fight is, predictably, rubbish.

The Top 3 are nearly upon us. Tomorrow: when shit gets real.

21.12
2009

2008 had Braid and World of Goo. 2009, however, didn’t seem to have the big indie hits championed by all. Maybe this means that indie gaming has finally been accepted by the mainstream gaming sites; that we’ve moved beyond needing to pick one sublime sample of the form and instead sites can say, ‘you know these are good, that they’re just as valid as that £40 Activision game being advertised on telly. What about this one, is it any good?’

Of course, as far as I can tell, some sites are regressing back to the attitude of, ‘sure those indie games are still out there, but covering them won’t give us as much page views as covering Hobo Carnage 3, so they’re on their own.’

I don’t know, it’s early and I’ve not had any coffee yet… It probably doesn’t matter. Does anyone even read IGN or Gamespot these days? Probably the type of person who visits N4G.com. Seriously, I can’t even visit that site without wanting to kill myself. I wonder what drives these people to spend more time arguing about how shit/amazing Final Fantasy XIII is going to be than actually finding some new and interesting little game hidden somewhere on the web… Or just going outside for a bit to calm down.

Wait, what? This whole introduction’s been terribly tangential and pointless. Frankly, I’m just looking for some words that’ll lead into this sentence,

The 5th best game of 2009 is:

AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity

Of course, now I remember the point I wanted to make. Even with indie games seemingly getting more attention than ever AaaaaA! seemed to get the shitty end of the stick. Some initial pre-release press soon disappeared as everyone forgot about it. I can only actually think of one website that really recognised how good it was post-release.

That’s a shame because AaaaaA! is one of the most exciting releases for a long time. For once I don’t mean exciting in the sense of important or in any way meaningful to the industry as a whole. What I mean is a tense, heart-racing, thrill of an arcade game that bombards you with visual information and asks you to translate its cues to navigate a path through each level, all while hurtling downwards at a ridiculous speed. It’s rare that a game is quite so aptly named.

The number of things you need to process as you BASE jump through the world of floating buildings is astonishing. You get points for going near buildings, points for staying close to buildings, points for smashing score plates, points for graffitiing government buildings, points for giving the thumps up to fans, points for flipping off protesters and even points for hitting birds. Assuming you can land safely at the bottom the game then gives you a rating out of 5, which you look at in disgust and think, ‘I can do better than that’ and promptly restart and try a different route through a slightly more densely packed area of buildings. At which point you probably break both your legs.

Not that you have to. Just a meagre rating gives enough in game currency (teeth, for some reason) to unlock more of the surprisingly large number of levels. It’s just that, while AaaaaA! is very much a game of pursuing perfection, it does it better than, say, Trials 2: The Trialening or Trackmania United because finding the perfect line through the level is just as important as perfecting it. The game is all about judging your speed (and the sensation of speed is an area it excels at) and weighing up the risk/reward of trying to thread through a tricky section of buildings.

Dejobaan Games‘ previous game, The Wonderful End of The World, while full of character was, essentially, a Katamari Damacy clone. This wasn’t a problem in itself, as the Katamari games have never made it to the PC, but meant that any character the studio put into the game was constantly seen in comparison to the charm of Keita Takahashi’s masterpiece. Tackling a more original concept here, the developers are free to run with the concept and insert as much of themselves as possible. Take the videos: sprinkled through the level menu are various skits, from meditation methods, to grandma’s cooking recipe, to how to survive time travel. At various points an in-game news presenter will deliver an absurd newscast in his monotone, stoner voice. Pictures of the developers even pop up in various levels, complete with bizarre descriptions. This ramshackle, anarchic charm persists throughout and lends great character to the game.

I tried to capture a couple of videos for this post to show the game in motion. It’s something of a testament to just how busy the levels are that the video encoder could only process them at a couple of frames per-second. Instead I’ll throw up the games trailer, as it also includes the wonderfully bizarre ‘story’.

Yikes, we’re over half-way through. Only four games to be revealed. You’ve probably worked out for yourself that tomorrow’s post will concentrate on number 4.

20.12
2009

The problem with doing a post a day? It’s relentless, just a few short hours and you have to write another one. Take now: I’m more than a little hungover yet must still find some words to write about a game – why do I put myself through these things?

Enough self pity, damn it, we’re talking about the 6th best game of 2009. If I can’t find a few words to praise it then I may as well just bloody give up. Some Kinickie will help… Ah, that’s better.

So, about game #6:

Time Gentlemen, Please!

I’d rather not get Hitler’s bloody shit all over my map, thanks.

The year saw something of an adventure game resurgence. Despite new offerings from Telltale and even Lucas Arts remembering that they used to make good games, the best new entry into this once great genre was a small indie game from Zombie Cow Studios. It’s an unashamed love letter to the Lucas Arts adventure games of old featuring a verb wheel control system, childishly vulgar humour, an irreverent plot and as much fourth-wall breaking self-references that could comfortably fit into a script.

Wait, a comedy game featuring a vulgar, irreverent script? At this point alarm bells should be ringing for anyone who’s experienced games that have attempted to be funny. Fortunately Time Gentlemen, Please! has such a crude charm to it, along with enough genuinely funny lines, that it completely gets away with it. Take the plot set-up: the events of the game’s predecessor, Ben There, Dan That, lead to a Magnum P.I. marathon on the BBC that wipes out the entire population of the planet. Ben and Dan decide the only way for them to save humanity is to travel back in time and prevent the coathanger ever being invented (just go with it, ok). Typically this ends with the duo falling foul of Hitler.

Its not all silly narrative though, there’s silly character development as well. Not content any more with just doing “lightswitches and Chuckie Egg” Dan has decided he needs to increase his adventuring role. This doesn’t sit well with Ben who feels his partner could take the limelight away from his adventuring skill. It also leads to a brilliant moment in which Dan is left on his own to solve a puzzle, panicking that he won’t combine the right items.

I’m not touching the right-hand filing cabinet. It might be cursed!

Yes, item combining. This is a homage to early adventuring after all, so combining items and finding their application within the world is very much the name of the game. At times the puzzles are fiendish, succumbing to the all too familiar adventure logic in which you spend more time trying to work out what the designer was thinking rather than taking clues from the environment. Fortunately almost every item combination in the game has a unique line to at least keep you amused while you try clicking on absolutely everything. Not that it’s all frustration, some of the puzzles are inspired. Throughout the game you can make use of time rips that have opened up throughout 1940s London, a machine that ages or de-ages objects placed in it, an arm covered in Hitler’s bloody shit and, of course, a roomful of dead cats. There’s some really memorable solutions to the majority of the puzzles; the one involving two old-school adventure games (one text based, one an old graphic adventure featuring Hitler) is a genuinely clever and inventive piece of puzzle design.

I seem to have forgotten one important detail: It costs £2.99 and its predecessor is free. It should be a crime to not at least give it a go at that price.

Also, if you’re a deus ex machina fan: the game ends on a blatant deus ex machina.

24 hours to write about the 5th best release of 2006. That’s called a ticking clock… works great in the movies.

19.12
2009

As we end this uncomfortably named decade some professional review sites have been trying to run down the best games of the last 10 years. What sort of madness is that? Sure, I attempted to gather a list of people’s favourite games of all time but they were implicitly the views of a single person, done with the proviso that one person can’t possibly have played every release and that their choices will be heavily influenced by personal taste.

Trying to create a list of the best, or most important, games of the last decade, with all the weight of expectation, the tricky distorter of hindsight and the venomous ire of internet dwelling gamers? Fuck. That. I’ll stick with sharing my favourite releases of the last 12 months.

Speaking of which, my submission for #7 is:

Battlefield 1943

Hey look, it’s not all indie-obsessed naval-gazing. I enjoy pretending to shoot people on an island during the second world war too!

Really enjoy it actually. I’ve always had a soft spot for the Battlefield games, despite never having played any of the main series entries. Battlefield 1943 took many of these elements (it’s essentially a remake of the PC-only 1942) and distilled them down into pure online shooter crack-cocaine. That it managed to be so compulsive without investing in the current trend of MMO style character investment, en vogue with the FPS since CoD4, is a testament to its focus and, thus, accessibility.

Compare it to the year’s other Battlefield release, the free PC online shooter Battlefield Heroes. A similarly stripped down version of the traditional online shooter, Heroes made players look to the long haul; earning points to buy weapons, leveling up to upgrade skills, completing challenges for bonuses and spending cash pounds to make your avatar an individual. One of these two games wasn’t very compelling (Hint: It’s the one this post isn’t about).

The difference was immediacy (well, that and Heroes was genuinely a bit rubbish). To gain any headway in Heroes you had to be prepared to be a higher level player’s bitch while you started to gather the elements that would make you competitive. Not so with 1943 in which everyone had access to the same equipment right from the start.

There were plenty of criticisms at the dumbing down of the franchise, but it was clear that this was never meant to be an indication of the direction of the franchise. It was an experiment in download-only multiplayer content for the console market. Many things were trimmed down or tweaked to make the experience simpler and more streamlined. Regenerating health negated the need for a medic class and regenerating ammo meant the assault class was also out. Despite this the game never felt diminished because what was left in more than made for a tense online battle.

Take the classes, which were a masterful lesson in rock, paper, scissors design. The infantry class had an inaccurate primary weapon but carried an RPG, making it invaluable against a tank assault, and the ability to repair vehicles; the rifleman’s gun was accurate and could cut down soldiers in a couple of shots, but had a small clip and no anti-tank measures; the sniper was powerful against soldiers at a distance and tanks up close, through use of C4, but was ineffective at mid-range. Whether you played on foot as your chosen class or jumped straight into a vehicle you were constantly forced to assess your survival odds going into any situation.

It’s also a surprisingly good looking game given the modest download size, the Japanese islands providing some of the most colourful locales of the year’s FPS offerings, and the carnage as buildings collapse, planes fall out of the sky and tanks explode around you is simply joyous.

It would have been nice to have some more than the three maps available (seriously DICE, not even any DLC?) but even now, months later, I find myself dropping in for a few rounds far more often than I have been with the attention-hogging Modern Warfare 2.

Better than the 7th best game of 2009 but worse than the 5th? That’ll be #6 in our countdown then, revealed tomorrow.

18.12
2009

2009: The year in which Barack Obama won a Nobel Peace Prize for, essentially, doing fuck all. As far as anyone can tell the main reason for awarding him the prize was to congratulate the US President for going the entire year without being George W. Bush. As glad as I am to have someone in the White House be not George W. Bush I can’t help but feel that the world hasn’t become so warmongering that the winning conditions for a major accolade celebrating world peace are so low. I mean I also spent all of 2009 not being George W. Bush and haven’t had so much as a thank you. What gives Alf?

Maybe I’m being unfair, I mean Obama did also invite a racist and a history professor to the White House for a beer. Could there be a more poignant symbol of harmony than that?

2009: Also the year in which my 8th favourite game was:

Zeno Clash

The best way to get me interested in your First Person game? Try and do something a little different. Don’t get me wrong, I enjoy shooting virtual nasties in the face as much as the next man, but there seems an annoying aversion to toying with the accepted FPS genre formula. Not that I can really blame developers. Just take Zeno Clash’s core mechanic. It’s a First Person Brawler, focusing primarily on melee combat. Given the state of melee in most FPS games it could have gone so horribly wrong.

Luckily Zeno Clash not only makes fighting your foes a simple and engaging process, but offers just enough depth to keep things interesting throughout the, admittedly short, campaign. On top of the move-set itself you’ll gain access to various weapons throughout the game, both melee and, yes, firearms. Instead of moving towards the traditional corridor shooting gallery feel of most FPS games though (including genre subverting Mirror’s Edge during its ‘off bits’), these weapons are just there to add an extra element to the fisticuffs, disabling most of your abilities and leaving you wondering just when to abandon them and jump into the fight. Make no mistake, punching people remains the focus throughout (well, with the exception of one on-rails rifle section). All this would count for nothing without feedback from your actions giving the combat some weight. Characters reel back from hits and the sound effects are amplified so you can really feel each thwack as it blasts out of your speakers.

So the well thought out combat makes the game enjoyable. What makes the game memorable is the world of Zenozoik itself. It’s full of wonderfully surreal design touches that add great character. Take something as simple as the pistols. They look like the bizarre organic pistols from the film eXistenZ, except made of fish. As you move through the game you’ll be constantly looking forward to the new characters you’ll meet (and punch) and the locations you’ll visit. The story is strong enough to be able to weave its tale without ever feeling the need to draw attention to its more fantastical elements.

That’s not to say that the story isn’t also mad as nuts. Ghat, the player character, starts the game on the run from his family after killing Father-Mother (his aptly named hermaphrodite parent). Through flashbacks and conversations with his ever present companion Deadra you start to learn about Father-Mother’s dark secret. Also Ghat’s rather large family of brothers and sisters are now trying to kill him. Also he’s heading towards the forests of the insane Corwid, amongst whom he used to live. It’s very likely he is still pretty insane.

This was an impressive debut release from the small indie studio Ace Team. Short and incredibly focused it rarely drops the ball in terms of pace or style. The team have talked about revisiting their original plan for the game and creating an RPG set in the world of Zenozoik. After the taster they have given us this year I can’t help but hope they really can deliver on such an ambitious idea.

What could be my 7th favourite game of the year? It could be absolutely anything. Except the three games already listed. Or the three I’ve admitted won’t make it. Or Ghostbusters: The Video Game, because it was shit. Still, aside from them it could be absolutely anything. Find out tomorrow.

17.12
2009

The Year of Our Lord 2009 is coming to a close. Hopefully this will mark the end of having to say ‘two-thousand-and’ as a prefix to the year name and we’ll move to the more sensible ‘twenty’ . Sure we’d only be saving two syllables but over the course of the remaining 990 years of the millennium those two syllables will start to add up.

By which I mean to say the 9th best game of 2009 is:

Flower

If you read any gaming blog around the start of the year you couldn’t escape the talk of Flower, thatgamingcompany’s follow up to flOw. Chances are, however, it won’t be appearing on many Top 10′s around the internet because, inevitably, just as suddenly as the buzz surrounding the game came, it disappeared again. To be honest I was a little worried when I decided to include it on this list. Was the game really as good as we all thought it was back then? Did we all just get carried along by the hype and general feeling that this game was important?

No. It turns out that Flower is still brilliant. The game asks you to take control of a breeze within the dream of a flower, bringing life and restoring nature to the world by collecting petals as you travel past flowers, making them bloom. Needless to say it drew praise from critics and ‘games-as-art’ bloggers and criticism from the legions of forum-ites who, so upset with the lack of anything to kill, dismissed it as pretentious arty bollocks.

That’s a shame because Flower’s essential genius is that, aside from its ideas and themes, it is a really well made and enjoyable game. Three things deserve highlighting. Firstly, it looks beautiful. Surprisingly, given the theme, the visuals don’t look natural but are instead stylised with a hyper-colourful flair with each level having a distinctive look with a different colour palette to accompany it. Secondly the sound design is excellent. Every flower you bloom explodes in an orchestral flurry that, no matter when you trigger it, fits in with the background music. Essentially it does for orchestral ambiance what Rez did for Japanese electronica. Thirdly, and perhaps most impressively, the controls feel both natural and responsive. This was somewhat of a surprise because Flower exclusively uses the Playstation 3′s near universally terrible Sixaxis motion controls. To date it’s the only game that uses a motion controller that didn’t have me fighting against the control system to play it, and I include the Wii in that.

Of course, as is true with all great games, the overall experience is far more than the sum of its parts. Frustratingly, and I realise I’m not helping here, the weight of discussion behind it detracts from the actual product: simply a well made and relaxing little indie game. With that in mind I’ll finish with a video.

What could be better than blowing some petals around the place? Find out my 8th favourite game of the year tomorrow.