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  Gamasutra's Best Of 2008
by Simon Carless, Chris Remo, Christian Nutt, Leigh Alexander, Eric Caoili [Business/Marketing, Design, Indie, Smartphone/Tablet]
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December 31, 2008 Article Start Previous Page 9 of 15 Next
 

Top 5 Handheld Games

Next, we'll look at this year's top five handheld games and ten honorable mentions, the portable titles that managed to overcome their small-screen limitations to steal a big chunk of our time. The games picked are the editor's choice, and are chosen from the handheld titles released in North America during 2008's calendar year to date.

5. The World Ends With You (Square Enix/Jupiter, DS)



On a system that seems to receive a new forgettable Japanese RPG every other week, it's invigorating to see an original title like The World Ends With You, a game unique not only in its modern Shibuya (Tokyo district) setting and character designs, but in its story, which serves as a commentary on Japanese youth and hikikomori.

And it's from Square Enix, no less -- a studio recognized by most for its reliance on rehashes and spin-offs of established franchises, not for its catalog of peculiar and risky titles, which is an apt description for TWEWY. And while it's a surprise to see such an oddball title from the Final Fantasy publisher, it's even more astonishing that the company brought such an overtly Japanese game stateside.

TWEWY's bizarre combat system alone demonstrates how much effort the studios must have put into the game to make everything work -- players have to manage battles on two screens with two different input methods, also yelling into the oft-maligned microphone for some attacks. This shouldn't be fun at all, but somehow, it's one of the most enjoyable experiences on the Nintendo DS.

4. Aurora Feint (Danielle Cassley/Jason Citron, iPhone)

The most common reaction you'll see from players who've downloaded and played Aurora Feint -- besides mistaken accusations of the game acting as spyware -- is their surprise that this downloadable title is available for free.

Created in ten weeks by only two programmers, this addictive hybrid of RPG elements and Panel de Pon/Bejeweled-styled puzzles is more than just an iPhone clone of Infinite Interactive's Puzzle Quest; Aurora Feint's emphasis is on crafting instead of battling fantasy monsters. The game also adds an interesting twist to the formula by using the iPhone's accelerometer to tilt the board and puzzle pieces, as well as the system's multi-touch capabilities for pulling in additional puzzle blocks.

The game's more ambitious but less free follow-up, Aurora Feint II: The Arena, released just a month ago, adds new classes, leaderboards, and "asynchronous" player vs. player dueling. Gamers who prefer the original, however, can look forward to an inexpensive upcoming update adding chat and social networking features.

3. Mystery Dungeon: Shiren the Wanderer (Chunsoft, DS)

Considered by many in the know to be the finest Eastern-developed roguelike, Shiren the Wanderer finally made its way to the States after enjoying 13 years and now eight releases in Japan. This is probably one of the most hardcore and niche titles on any platform -- certainly a lot less accessible and yielding than its Pokémon Mystery Dungeon counterparts -- but someone had to give Shiren its due (and properly thank Sega for bringing over this game that hardly anyone bought)!

Though insanely difficult, punishing heedless adventurers at every turn and sending them back to the beginning town without any of their equipment or XP, Shiren is also immensely rewarding to those who can survive the game's trap-filled dungeons and monster-choked corridors.

You'll need the resourcefulness of MacGyver, the preparation of Batman, and the prescience of Ender Wiggin just to make your way to the main dungeon's final boss, but you'll also feel as accomplished as all three of those fictional heroes when you finally get there.

2. Patapon (Pyramid/Japan Studios, PSP)

Part RPG, part real-time strategy game, and part rhythm game, Patapon is absolutely adorable, from its chanting, peppy eponymous tribe, to their catchy "pata-pata-pata-pon"s sung as they march towards enemies and intimidatingly large bosses.

Despite its jaunty characters and inviting, silhouetted environments, the game can be exceedingly difficult, demanding that players time their button presses perfectly to the beat for several minutes at a time, and that they watch out for subtle visual cues from enemies and their tribe to decide whether to retreat, defend, or attack.

Like Shiren, though, mastering the art of commanding your troops with simple drumbeats, and then successfully leading them against their mighty foes brings a cheerful sense of reward that will have players tapping their foot along with their tribe's steps.

1. Space Invaders Extreme (Taito/Gulti, DS/PSP)

It was a big year for Space Invaders; celebrating its 30th anniversary, the franchise went extreme, got even, and made plans to further mutate with an Infinity Gene.

As with Namco Bandai's 2007 re-vamp Pac-Man CE, Space Invaders Extreme retains all the fun and challenge of the original arcade game, but modernizes it with a stirring techno soundtrack, clever boss fights, an interesting power-up/level-up system, new enemy types, and branching stages.

While the game is excellent on both the PSP and Nintendo DS, we prefer the latter version for its online multiplayer and leaderboards, support of the import-only paddle controller, more pleasing soundtrack, Mr. Esc (from Exit) cameos, and single-cart multiplayer. An Xbox Live Arcade release is also planned for next year with four-player co-op in the arcade mode and with background visualizers created by Llamasoft's Jeff Minter (Space Giraffe).

Finally, honorable mentions for some of our favorite handheld games in 2008 that didn't quite reach the top five go to: Soul Bubbles, God of War: Chains of Olympus, Chrono Trigger, Castlevania: Order of Ecclesia, Professor Layton and the Curious Village, Trism, Lock's Quest, Crisis Core: Final Fantasy VII, Princess Debut, and Bangai-O Spirits.

You said:

Roberto Alfonso: "I would have selected Layton as the best one personally, since it was the only one that made me return every week. Bangai-O Spirits is mentioned fortunately, but no mention for Etrian Odyssey 2 is sad (I guess with Shiren the rogue-like genre was already well represented)."

Russell Carroll: "I'd also have gone with Layton. It's one of the few games my wife had interest in this year (we worked through the puzzles together) and I thought the animation was just flat-out amazing. It's an original game with good story and lots of innovation, very much looking forward to part 2 coming stateside."

Christian Keichel: "Totally agree with Space Invaders Extreme, in my opinion it was one of the few games of the last years that really deserved it to be called "art". The whole game is the new interpretation of the Space Invaders concept. The idea to combine the soundtrack with the players actions is a fantastic reimagination of the Space Invaders march."

 
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Comments

Sjors Jansen
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@Tom Newman: As far as I know Activision was founded because some developers specifically wanted more money and credit, not more creative freedom. Taking a glance at their list of published and developed games I'd rule out creative freedom as one of their high goals as well.

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...

Mike Ante
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In my opinion Metal Gear Solid 4 would have deserved to be in the Top 10 Games list. It's a masterpiece in every direction games can offer, from technological brilliance and artistic style to cinematic storytelling and delivering a powerful message. Just more than a big blockbuster like GTA4!

Tom Newman
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Not to get into an off-topic discussion, but I have to admit a personal bias. My first Activision game was Skiing on the 2600, and as a little kid I knew that Activision games were going to be fun. I won my 7th grade science fair using Activision's Game Maker for the Commedore64, and one of my most memorable gaming moments was beating the original Ghostbusters also for the C64. Jumping into the modern era, one of my favorite PC games of the 90's was Interstate76, and Activision has taken many chances on new titles that ended up being franchises, like the first Tony Hawk on PS1 - no one would have predicted that would turn into the cash-cow that it did. My opinion (and that's all it is) is based only on personal experience, not a wikipedia article.

Anthony Charles
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MGS4 is very appealing to the senses, but the story is maddeningly bad. i know any video game that makes an attempt at serious subject matter is automatically labelled as having "good story", but MGS 4 story is so mind numbingly skull thumpingly bad the game would have been better with 1/10 as much dialogue. Video games should be held to the same standard as other mediums and if this script was in a hollywood movie it would be the joke of the century. Its like the big taboo of video games to talk about the stupidity of mgs4's story.



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.

Raphael van Lierop
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Regarding Bart Stewart's comment, quoted in the article above:



>>>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.

Kevin OBrien
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I agree with the dismay at a lack of a solid critical vocabulary for game criticism, and on the need to move away from the product review model when discussing games and game design.



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?

Amir Sharar
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Just a clarification on the LBP delay Top 10 Contraversy: Muslims don't find it offensive to have Quran quotes in songs, it happens quite often in Muslim hymns.



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.

Fireblaze Blaze
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"alarming numbers in the audience still think it's fair to steal en masse." Thats is a false statement, steal is to take something from another person so that that person does not have it anymore, copying is another matter.



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?

Z Z
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My list:

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

Tony Coles
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I'm surprised that Saints Row 2 hasn't made it into any lists here. For my money, it offered one of the best player-considerate sandbox experiences yet seen. Superb levels of detail and real consideration for what the player will want to do and how they want to do it. Compared to GTA IV, it was a revelation, making Rockstar's folly seem aged and clunky in comparison.

Matt Myers
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My favorite this year would have to be Tales of Vesperia. It may have been business as usual for some folks, but it was my first Tales game and has the best combat system in a JRPG I've ever played. That plus the ~40 hour storyline with characters atypical to the usual JRPG fare makes it the most memorable game for me.



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/

Z Z
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I agree tales is pretty good, but I don't like that the battle system has characters that control themselves. I like to be in control of everything and while you can set the battle rules for them it turns out that it feels like you're barely playing the game and making the decisions. Compare this system to FFXII and I like how FFXII allows you to pause and issue moves for characters each turn so that at times I can let the gambits do the work for trash enemies, but on harder bosses I can micromanage a bit more. The only Tales game I ever played all the way through was Tales of symphonia for the gamecube and I played through it with all the characters dead except the main character because I didn't like the AI controlling my guys.

Chris Remo
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"Fireblaze Blaze,"



How about "obtain illegally" rather than "steal"? Does that work for you? Call it what you like if it makes you satisfied.

Bart Stewart
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Raphael, I appreciate the point you're making. I did/do understand that piracy of PC games is a potential reason for delaying the release of a multiplatform game for the PC SKU.



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. :)


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