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6. Persona 4 (Atlus, PS2)
Modern, hip and overtly Japanese, Persona 4 is proof positive that the Japanese RPG can evolve for a broadening audience. The game sheds dated conventions and implausible fantasies in favor of a stylish, immensely thought-provoking and surreal self-discovery story set in a rural-area Japanese high school.
Though many JRPGs hinge on the stories of teenagers, Persona 4's themes focus on the perils of self-denial and the necessity of facing one's inner self, particularly poignant and useful in the context of the characters' believably confusing life stage.
Persona 4 is a game that requires no small measure of patience. The reward, however, is character and story growth via an intriguing system of social and behavioral rewards that perfects the promising formula introduced in Persona 3.
5. Left 4 Dead (Valve/Valve South, Xbox 360/PC)
There may be no other game released this year that can promise as consistently a thrilling and hilarious multiplayer experience as this. Out of Valve's ongoing attempts to bridge the gap between its highly-tuned single-player titles and the necessarily chaotic nature of multiplayer gaming comes Left 4 Dead.
Its AI director and tight four-player cooperative play create a team-based atmosphere that is both coherent and unpredictable, even upon multiple playthroughs of the same campaign.
Hitting the right notes between necessary player-to-player interaction and the independence demanded by a first-person shooter, Left 4 Dead is possibly the most accurate video game representation of the classic cinematic zombie invasion to date, partly due to the group dynamics that the game fosters.
During a given game, emergent archetypes like "that idiot who accidentally makes a noise and alerts the entire horde" or "the sole survivor who somehow staves off wave after wave and makes it to the chopper" begin to appear.
On top of that, the seemingly endless supply of brief character quips continues Valve's recent trend of summoning up surprising depth to characters who exist outside of any substantial defined narrative.
4. No More Heroes (Grasshopper Manufacture, Wii)
At first blush, it's a bizarre and comic-bookish send-up of the American otaku. But No More Heroes quickly reveals its charm -- amid the mashed-up game homages and lewd humor is a surprisingly classy and vaguely disturbing allegory for the video game hero.
Travis Touchdown, of the fluorescent-lamp lightsaber and implausible fantasy motorbike, isn't nearly the smooth operator he thinks he is.
This makes his strikeouts in love just as weirdly poignant as his confrontations with unlikely assassins -- including a viciously intoxicated teen queen, a batty old lady with a shopping cart, and a crooner with a handlebar moustache.
Ubisoft/Grasshopper Manufacture's No More Heroes
Of course, famed director Goichi Suda's savvy act of holding up a mirror to his audience and his industry might just be a bit of forgettable cleverness if not for how brilliantly it uses its controls.
No More Heroes is that rare title that aptly leverages the Wii remote appropriately at every madly joyful, blood-spurting, coin-jangling turn.
3. LittleBigPlanet (Media Molecule, PS3)
What is perhaps most surprising about LittleBigPlanet is that it lived up to the creative promise that was initially made (contrast Home, which debuted simultaneously). Anyone really can make whatever they want and share it with the world, and that's crucially important to the appeal, longevity, and landmark status of the game. Anyone can become a designer.
There have been stumbling blocks, but they have mostly been vaulted with finesse: ropey server stability at launch and a black box review process for standards-infringing levels have given way to the free-for-all promised. And while the game has not sold as well in Japan or North America as hoped (we think Europe went better), it has made an impact.
But more importantly, perhaps, and often forgotten when discussing games, is the way LBP so expertly catches the now in the most appealing way. It's a beautiful, inviting, vital, charming land of zeitgeist that defines a new visual, aural, creative language for platformers.
Most importantly, Media Molecule's game finally follows up the Mario aesthetic and ethos with something as aesthetically, conceptually, and socially compelling.
2. World of Goo (2D Boy, Wii Ware/PC)
After leaving their jobs at Electronic Arts, Kyle Gabler and Ron Carmel founded development studio 2D Boy (it's just them, and there's not really a physical studio) and spent two years making World of Goo, a physics-driven puzzle game for PC and WiiWare.
The risk paid off -- World of Goo was adored by gamers and the press, and was seen as an inspiring indie success story in a year that has not wanted for inspiring indie success stories.
World of Goo works by marrying gameplay that is outwardly simple in scope with an underlying physics system that allows for solutions to challenges that are neither random nor overly restrictive in approach -- a rarity in the puzzle genre. And it's all wrapped in a clean, coherent visual theme and accompanied by a lovingly handmade score that is epic and nutty in equal measure.
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My sources are:
* once upon atari episode 2 (http://www.onceuponatari.com)
* wikipedia (http://en.wikipedia.org/wiki/Activision)
* ign (http://games.ign.com/objects/025/025004.html)
If you've got any evidence to back up their goal of creative freedom, please let me know cause I really want to believe that statement. As far as I'm concerned Activision is worse than what EA used to be and I really hope Blizzard's not already been affected (http://multiplayerblog.mtv.com/2008/10/30/starcraft-ii-to-be-mom-friendly/ && http://multiplayerblog.mtv.com/2008/10/11/key-starcraft-ii-trilogy-details/).
If you can't then talking about this fictional past will only make the current situation look worse.
Here's to pitfall and desert strike...
the whole ending at the grave for about 4 hours of jumping from unrelated topic to unrelated topic in a meaningless and futile attempt to tie up a million loose ends. by the time the credits finally rolled i was bald from pulling my hair out.
one and two had very good stories, particularly two, but guns of the patriots had a story written by a 15 year old boy with ADHD.
>>>Bart Stewart: "Part of me wants to object that any game that was excluded for months from PC gamers should be excluded from this list. Is it helpful to reward a publisher with a 'best of' award or honorable mention for a game on a particular platform if that platform wasn't considered worthy of support at the game's launch?"
Bart may not realize that there is a growing trend of releasing the PC SKU of games months after the console SKUs. This has nothing to do with disrespecting the PC as a platform. Rather, it has to do with combating piracy.
By releasing the PC SKU well after the console versions have had a chance to sell through their peak period (1-3 months post-launch), publishers avoid having pirated PC copies cannibalize sales of the console SKUs. Also, anyone who *really* wants to get their hands on a particular title might be willing to purchase the console version rather than wait a few months for the PC one.
It's not a perfect solution, but it makes a fair bit of sense. After all, nobody benefits from PC piracy except the pirates and those who steal games, and our livelihood by doing so.
When we critically consider other forms of entertainment - for instance, literature, movies, and theater - we can focus on both the phenomenal experience of the thing, and on the formal quality of the thing being reviewed. It isn't a perfect approach, but it gets at the heart of the matter, which seems to be twofold: "is this thing well put together", and "will I be moved by this thing in some fashion?" It doesn't take a vast and complex understanding of the field to speak to those points, either - we all know that a review citing poor special effects and horribly mixed audio (arguably formal issues) suggests that even an exciting science fiction story (the experiential side of things) will come across poorly on film.
The interesting question, I think, is whether we should we approach games (be they electronic or otherwise) in the same way, and if so, whether the tools that we can borrow from other critics are sufficient?
What makes this a remarkable news item though, was that Sony reacted to a gamer's post on a forum, rather than a complaint by any organization. Muslim organizations didn't complain because it was in fact a hymn, but you saw a gamer stating his opinion, and Sony taking that as a representation of over 1.5 billion people. It seems from my limited research that Sony did little in making an effort to contact organizations like the Muslim Council of Britain...which would have saved them a lot of hassle in delaying the title, reprinting BluRay discs, and in affecting launch sales.
Am I to understand that Gamasutra thinks that make of Tris a tetris-like game for the IPhone is a thief? Cause he made an clone of Tetris?
1MGS4/MGO
2Fallout 3
3Lost Odyssey
4Last Remnant
5Soul Calibur 4
6Super Street Fighter II Turbo HD Remix
7Crisis Core
8Valkyrie Chronicles
9Resistance 2
10Farcry 2
Also an indie game not mentioned anywhere here is Passage. It's a very simple 2d experience that only lasts five minutes. Nevertheless I found that it had a profoundly emotional effect on me and is certainly worth checking out at least once.
http://hcsoftware.sourceforge.net/passage/
How about "obtain illegally" rather than "steal"? Does that work for you? Call it what you like if it makes you satisfied.
I'd just ask readers to consider a couple of points.
1. The PC is hardly the only platform on which piracy occurs -- Gamasutra itself recently published an article on the massive, almost casual piracy of games for handheld devices in Asia. Singling out the PC for a delayed release may not be justifiable on piracy grounds alone.
2. The question I raised -- regarding the decision to reward publishers (with a mention in a "best of platform" category) despite excluding the gamers who prefer that platform by not initially launching the game on that platform -- I think stands on its own regardless of the reason for not launching on a particular platform. As I said in my original comments, it's not something I'm losing sleep over, but I do wonder whether it's a good principle generally for anyone who publishes widely-read judgements on games. That said, Chris's response satisfied me that some thought went into the decision to do so, so I have no serious complaints. As I said then, I thought the games that made it to Gamasutra's "best PC games" list were generally excellent... once they came out for the PC. :)