In 2006, Gears of War made the third-person
shooter more grimy and depressing than ever before, and was widely admired for
it. (Why aren't shooter games ever set in forests full of bluebells? At least
it would be a change.) Uniquely, Gears gives special rewards for
efficiently reloading your weapons. Dungeons
& Dragons finally got its own online game in 2006, which really should have
happened ten years earlier. It was highly anticipated and of course the brand
recognition is excellent, but WoW
remains unconquerable.
Elder Scrolls IV:
Oblivion came out and corrected many of the errors of its predecessor Morrowind; it was a massive success for
a single-player RPG and advanced the open world concept so ably pioneered by
the Grand Theft Auto series. Similarly, Tomb Raider: Legend repaired the damage done to the Tomb Raider
franchise by it's predecessor, Angel of Darkness. The biggest surprise
of 2006 was Brain Age, which barely
even qualifies as a game, but sold Nintendo DS machines all by itself.
For pure imagination, nothing I've seen from 2006 tops Okami, winner of a BAFTA for Artistic
Achievement (I was on the jury and voted for it). The player plays the Japanese
sun goddess Ameratsu, who has taken the form of a wolf. Departing from
photorealism, the game Okami is
rendered in Japanese brush painting style, despite the fact that it's 3D -- a
visual triumph. In an extraordinary innovation, when the player casts a spell,
the game world flattens into a 2D painting and the player invokes the spell by
painting on the world with a brush; the world then becomes 3D again and the
effect of the spell is shown. And there's one other little item of gratuitous
beauty: when Ameratsu runs really fast, she leaves a trail of flowers behind
her.
Predictions are dangerous, but Wii Sports will probably have the greatest legacy -- not because
the games themselves are terribly imaginative, but simply because they
introduced vast numbers of non-players to video gaming. Stories abound of
unexpected converts thanks to Wii Sports,
from developers' own puzzled family members to elderly people in nursing homes.
By providing an easy, fun, familiar set of games at launch of the Wii and its
motion-sensitive controller, Nintendo has quite simply revolutionized gaming.
2007: You're Living It
That brings us up to 2007, and of course it's not over yet. One
key event this year was the non-existence of the Electronic Entertainment Expo.
E3 had been a glorious extravaganza of self-congratulation, but by 2006 it was
collapsing under its own weight. The noise, flashing lights, smoke machines, and
booth babes turned it into a seizure-inducing monument to tastelessness.
Speaking of tastelessness, Manhunt 2 was big news
this year, but perhaps more in the mainstream press than among gamers. Just as
graphics are no substitute for gameplay, gratuitous gore isn't either. The
antidote to Manhunt 2, for those in need of a detox, is Viva Piñata,
which made its way to PC this year. What a lovely and strange little game this
is! It's an artificial life game about living piñatas. They have their own ecosystem
and life cycle, and they want nothing more than to go to parties and be broken.
The gameplay is fun and the graphics particularly colorful and attractive.
S.T.A.L.K.E.R: Shadow of Chernobyl finally came out after having
been vaporware for several years, and did something unique in video gaming: in
the guise of a shooter, it memorialized a true human tragedy and allowed the
player to explore a genuine, rather than a fictitious, poisoned and decaying
landscape. I don't think S.T.A.L.K.E.R. will have much of a legacy -- it's
a bit of a one-off -- but I feel it's important for what it tried to do.
The most important game of 2007 thus far, and I predict
overall as well, is BioShock. The game possesses that rare quality of
being multilayered, and rewards replay and close attention. On the surface, it's
a survival horror shooter, and you can enjoy it purely at that level, doing
what you must to stay alive. At a deeper level, it offers a moral dilemma: do
you kill the Little Sisters or try to save them? You can choose how you wish to
play. And at a deeper level still, it's a savage satire on Ayn Rand's
philosophy of Objectivism. Ken Levine imagined what would happen if things
started to go wrong in a utopia of unfettered individualism, and the result is
the nightmare that is BioShock. The art and architecture is stunning,
too. It's even worth stopping to read the advertising and propaganda posters on
the walls; everything contributes to the mood of the whole.
Several big games have yet to reach my hands. Both Crysis
and Rock Band are much-anticipated, Crysis because it will
undoubtedly be spectacular if you can afford the PC it needs to run on, and Rock
Band because it will expand on the Guitar Hero experience. But
whether they will really be fun or important only playing them can determine.
That's my round-up, and no doubt many readers will be
furious that I left out a pet favorite. My knowledge of games is not
encyclopedic -- I'm not made of money, after all -- and is naturally influenced
by personal preferences. But even if I've forgotten a more important game, I
think nobody can deny that all these games did something new or important for
the art form. It has been a fun ten years, and I'm looking forward to the next
ten.
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