Media Videogame Thread

This is something I posted a few months ago in a Discord server, but the anime thread reminiscing has got me curious. Since this is basically my most frequented thread on Smogon now... What are you guys' favorite games of the last decade? Here's an image I quickly and sloppily made in MS Paint, feel free to copy my format, or make a new one, or just post them as text--I want to see your lists!

fave games.png


This is definitely not the same as my top 10 games of the 2010s. A lot of the early years were pretty barren, and I had to leave a lot of great games from recent years (Valkyria Chronicles 4, Celeste, Return of the Obra Dinn just from 2018) off with this format. That definitely fills me with hope for the future, since we've been getting so many good games lately—though it might just be because I've become much more of a Gamer since I graduated college in 2017. And yes I do like platformers.
 
2010: Pokemon Black/White (animated sprites!...Also the last game to feature sprites :psycry: )
2011: Ni No Kuni
2012: Wakfu Online
2013: FFXIV A Realm Reborn (Yeah I like mmos)
2014: Dark Souls II
2015: Fallout 4
2016: Paragon (my favorite moba, and it's never coming back because epic games wanted to create dumb battle royal games)
2017: Fire Emblem Shadows of Valentia
2018: Monster Hunter World
2019: Pokemon Sword & Shield (dexit happens, but the joy of finally playing pokemon in 3d on your 60'' tv screen overcomes that)
2020: TBA, waiting for Final Fantasy 7 RE.
 
2010: Mario Galaxy 2
2011: Dark Souls
2012: FTL Faster than Light
2013: Etrian Odyssey 4 (VHM to Civilization 5 BNW, which is amazing with the right mods)
2014: Donkey Kong Country: Tropical Freeze
2015: Undertale (VHM Witcher 3)
2016: Dark Souls 3
2017: Hollow Knight
2018: Rance X (HM Monster Hunter World)
2019: Disco Elysium? Haven't actually played many 2019 games yet, Sekiro is also a strong contender
 
So apparently, the FF7 Remake begins with Avalanche planting a "minor bomb", then Shinra activating the self-destruct on the sector 8 reactor in order to frame Avalanche as terrorists.

So FF7 is now a game about professional pranks gone wrong facing unfair demonetization.

I warned you people about this remake
 
Played the FF7 remake demo. Just pasting from discord but here are my thoughts.

The good: Aesthetics
Music is almost entirely spot on except for the fact that they shove the lyrics to one-winged angel into the famous prelude, so that was weird
but all the other music is really fantastic
The "world" of reactor 1 is very much just like the original brought to life, I think they add a few areas that feel like natural extensions but that's it
Characters look fine, I don't dig Jessie's boob armor but that's it

The okay: Gameplay
I guess I'm very surprised by the gameplay because it's not really button-mashy
Every character has unique abilities that you need for different enemies, or both for the same enemy, so you need to switch characters often
Which alleviates a LOT of the problems with KH type gameplay
but it's still a farcry from the tactical experience of ATB because you still have to babysit people you aren't playing, like Barret should be able to figure out on his own that he should use his overcharge as much as possible instead of never at all
Cloud is very interesting because he's this hold-your-ground kinda samurai
He has a special mode where he just wrecks hell and can parry melee attacks, but only stuff really in front of him
So he's the king of 1 on 1 melee combat
It's a very interesting playstyle
But I wish it came with a real action game
Because the ability to go into dodge or block is so delayed and stilted
It's hard to react to enemy attacks so I just take a lot of damage and then spend most of my atb healing
I feel like the whole fucking ethos behind this shit is if you say it's a bad action game, then "ah, but it's an RPG" and if you say it's a bad RPG, "oh, but it's an action game"
The bar for this shit should have raised since Kingdom Hearts was released in 2002
This at least feels more like KH1 than the degenerate button mashing of KH2 +
Guard Scorpion is a real-ass boss fight
Has like 4 stages and lots of gimmicks
I wish I could say it was a good one, but it's not a real action game so I was just pounded by attacks I couldn't do anything about and spent most of the time healing, and it's a LONG battle
It ACTS like a platinum boss battle but without platinum gameplay
I'll probably replay it and see if I can get better at it
Oh and the "Classic mode" ATB is a joke
Literally probably just in there to throw shade at haters like me
No random battles so everyone is like "YAY!" but every 5 feet it throws you into a cutscene fight with the same guards so I don't see the improvement
maybe that's just this game segment, but the pacing of the reactor segment is out of whack
but that leads to

The bad: Story
I should say it's just what I expected but seeing it play out feels so much worse
The writing is just really bad
It's beyond awful
It's got the really stilted direction that Squeenix is now known for
Lots of cringy dialogue
Cloud and Barrett are fine
You can't really write Cloud wrong at this point because he's supposed to be a cliched dipshit, it's later in the game that I would worry about him
So squeenix offloads all its sacharinne wide-eyed optimism onto Biggs, Wedge, and Jessie
Wedge is all like "I know you're a true believer Cloud, because a person wouldn't do this for me money"
Yes a person would Wedge
That's what a mercenary is
They get into the elevator and Barrett does his rant about how Shinra is sucking up the lifeblood of the planet
And Jessie turns to Cloud and does this "this liberal" shrug and it's like jessie you're one of the eco-terrorists
That's a detail somebody had to add and it betrays surface level facts of the story
I'm not gonna go over every bad line but it would be a highly riffable game to play on video
Of course I already mentioned that Heidegger and President Shinra are the ones who actually blow up the reactor, so, uh, why? If Avalanche are already terrorists, you don't need to frame them for anything at this point. It just exists to "minimize" the terrorism of the main characters in a post 9/11 world but it doesn't work at all.
I don't think it's remotely controversial to call the storytelling of KH and FF15 bad but everyone gives the remake a pass because it got the aesthetics down and that "Really makes you feel like you're Cloud"
 
Playing Sonic Mania has reinforced my opinion that Sonic games are inherently awful

I don't necessarily think that Sonic is a bad idea. The idea of a platformer that has an extremely high horizontal speed cap is a good one. As much as I love 2D Marios, a valid criticism is that the skill ceiling is quite low, which reduces the replay value. Increasing the speed cap is a good way to fix that issue.

The problem is that the execution is completely bungled in Sonic Mania. Well, if you ask me, there's only one good Sonic game, which is the original Sonic the Hedgehog. After I read this post I picked up Sonic Mania again and started playing from where I dropped it (Flying Battery Zone) and quickly remembered why this game sucks dick. There are two main reasons:

The game is literally unplayable at low speed. Not figuratively unplayable... several times per level, the game will ask "are you going at the Sonic Approved speed or higher?" If the answer is no, you fucking die. This might not be a problem in itself—in high school, I was an avid fan of endless runner iPhone games that force you to play at a specific (often very fast) speed—except for the even bigger issue:

The link between action and consequence is not clear. This is the big fucking issue with Sonic Mania. When I press a button half the time I have no fucking clue what that will do to my character. Here's the example that made me ragequit today: What do you think will happen if you hold right on this frame? The correct answer is "you fucking die." Obvious, right?

These two issues combined mean that Sonic Mania is not a game that rewards thought, reaction, skill, or anything except simple fucking memorization. You encounter an obstacle that you cannot reasonably expect to have beaten and you die, then you run it back. That's all the game is. Which is never fun, but is especially a problem for a game with three lives and extremely rare one-ups where dying sends you back multiple levels. The frustrating thing is that neither of these problems are unfixable.

For the former, you can redesign your levels so that the speed checks are not life or death, but high route or low route. The high route can reward players who manage to reach it while the low route is easier, less rewards, but still perfectly playable. Also, consider not speed checking the player at all? Going fast is its own reward, I don't need the level to force me to do it. Just making your levels able to be played fast at all is enough.

For the latter, there are a few things you can do. Simplifying the control scheme would help a lot—there's a reason most endless runners only have one button. Having fewer options makes it easier to react with the correct one. Simplifying level layouts would help too. There's fucking ten billion unique gadgets with unintuitive behaviors which make it harder to understand how things will play out. Last and most importantly, increase the fucking draw distance.

I think Sonic 1 is a good game because aside from the draw distance bit, it does all of the things I've just mentioned. Unfortunately as early as Sonic 2 the game got obsessed with SHPEED to its own detriment. I finished that game, but couldn't get through Sonic 3. Sonic Mania is just continuing this degeneration.
 
I don't necessarily think that Sonic is a bad idea. The idea of a platformer that has an extremely high horizontal speed cap is a good one. As much as I love 2D Marios, a valid criticism is that the skill ceiling is quite low, which reduces the replay value. Increasing the speed cap is a good way to fix that issue.

The problem is that the execution is completely bungled in Sonic Mania. Well, if you ask me, there's only one good Sonic game, which is the original Sonic the Hedgehog. After I read this post I picked up Sonic Mania again and started playing from where I dropped it (Flying Battery Zone) and quickly remembered why this game sucks dick. There are two main reasons:

The game is literally unplayable at low speed. Not figuratively unplayable... several times per level, the game will ask "are you going at the Sonic Approved speed or higher?" If the answer is no, you fucking die. This might not be a problem in itself—in high school, I was an avid fan of endless runner iPhone games that force you to play at a specific (often very fast) speed—except for the even bigger issue:

The link between action and consequence is not clear. This is the big fucking issue with Sonic Mania. When I press a button half the time I have no fucking clue what that will do to my character. Here's the example that made me ragequit today: What do you think will happen if you hold right on this frame? The correct answer is "you fucking die." Obvious, right?

These two issues combined mean that Sonic Mania is not a game that rewards thought, reaction, skill, or anything except simple fucking memorization. You encounter an obstacle that you cannot reasonably expect to have beaten and you die, then you run it back. That's all the game is. Which is never fun, but is especially a problem for a game with three lives and extremely rare one-ups where dying sends you back multiple levels. The frustrating thing is that neither of these problems are unfixable.

For the former, you can redesign your levels so that the speed checks are not life or death, but high route or low route. The high route can reward players who manage to reach it while the low route is easier, less rewards, but still perfectly playable. Also, consider not speed checking the player at all? Going fast is its own reward, I don't need the level to force me to do it. Just making your levels able to be played fast at all is enough.

For the latter, there are a few things you can do. Simplifying the control scheme would help a lot—there's a reason most endless runners only have one button. Having fewer options makes it easier to react with the correct one. Simplifying level layouts would help too. There's fucking ten billion unique gadgets with unintuitive behaviors which make it harder to understand how things will play out. Last and most importantly, increase the fucking draw distance.

I think Sonic 1 is a good game because aside from the draw distance bit, it does all of the things I've just mentioned. Unfortunately as early as Sonic 2 the game got obsessed with SHPEED to its own detriment. I finished that game, but couldn't get through Sonic 3. Sonic Mania is just continuing this degeneration.
Don’t get me wrong, I don’t think the concept of “very fast horizontal platformer” is bad. It’s more that I think Sonic games specifically are inherently bad because they’re trying to mash together completely incompatible platforming concepts. Like, even in the original Sonic game he just feels really horrible to control; the level design is far better, for sure, but when there is that conflict between “fastest thing on two legs” and “but you need to constantly slow down to a walk for reason x, y, or z” it just feels tedious to play—a problem that’s compounded by Sonic’s poorly judged acceleration/deceleration curves.

You often need to slow down as your way of not being hit by x hazard, but then you need to be at top speed again to get over a loop-de-loop, or you fall onto the lower path because there was no indication that you needed to spin dash off of that ramp, and now you have to play a slow game of weaving around enemies and spikes, competing with a horribly conceived damage system, unable to build momentum again while dealing with the finicky hop-and-adjust gameplay until you have to turn around bc you either hit a dead end or don’t have enough momentum to get through another loop-de-loop—the fact you need to press left at all is frankly really jarring. And this is all before water levels that force you to move slowly and have you drown if you miss more than 2 or 3 jumps.

With Sonic Mania specifically, one major issue I had was that sometimes you just get hit without good reason. The screenshot you took was a good example, but the most egregious one I found in my brief stint playing was in Green Hill Zone, where you get hit by some spikes that stick out of the wall directly above a spring because they a: are not permanently sticking out and b: blend into the background and surrounding elements. It’s not a reaction test bc you’ve just hopped off of a spring after contending with a screen full of robots, it’s just bullshit. I can’t remember if this was a problem with classic sonic games—I’ve not played them since I was maybe 12(?), and even then I didn’t finish any other than Sonic 1 bc they just weren’t fun games—but it just felt like getting hit by one of those unreactable thwomp levels in Mario Maker. At least in the case of those it’s malicious; in this case it’s just incompetence in not only level design, but also in art design.

I would quite like to see a Sonic auto-runner, but also [obligatory joke about how Sonic Forces is just an unintentional auto-runner]
 
I know people shut down whenever any argument can be reduced to the meme of "get good"

But guys, is it incomprehensible to think that there are lots of people who can play through classic sonic games without getting game overs without having memorized them? Or could do so in Sonic Mania when it came out? And that we have a blast doing so?

"Sometimes you have to go fast but then sometimes you have to go slow". It's a video game. You have to learn it's flow and adapt to its situations. This is why "get good" comes into these discussions. It's not just people being assholes, it's because that's the core fun of video games. If a hard game type has a dedicated player-base who can play it easily and love it, maybe it's not the game. My best friend was complaining about Sonic so I taught him how to play it.

"The controls are too complex". I really don't understand this at all, because you can jump and you can roll. In 2 they add a spindash which is not used as much as you might think, and in 3 they add some shields that give double-jumps. It's less complicated than Mario World and much less complicated than Freedom Planet, a really great Sonic clone that came out a few years ago. I wouldn't want Sonic to be an endless runner because the classic games are actually not as overly obsessed with "moving forward" as you think. There's no coincidence that the 2nd level in any classic sonic game forces the player to slow down. "Moving forward" became more and more degenerate as the games moved into 3d.

"The high route can reward players who manage to reach it while the low route is easier, less rewards, but still perfectly playable". You're just describing classic Sonic already. Everyone knows to go high. Also have you seen pics of the maps as a whole?
These images won't link but check em out.
I miss real level design in games.

When I look at the picture Stratos linked, I think that outside of the flying battery there is often wind (this isn't a lot to memorize and it wouldn't be memorization while playing the game, the pic just doesn't show it), so I certainly wouldn't be holding right while I'm jumping. It's not a game of "inhuman reaction speed" (god knows I don't have that), but of using sound judgement and an understanding of how the game works. All video games ask that of their players, but some games are more unique the way they need to be understood. Video games used to be unique. Now they're all shooters or open world, and saying things like "game series should be other genre" is why we're in this mess. If speed is its own reward, then it's hard to imagine failing speed checks as its so obvious when you need to go fast. If you go down a hill, hit down to go into a roll, clench your asshole, and be prepared for when you might need to stop. That's fun.

Now it's not like Sonic is a game where you'll never get hit. So thankfully it's uniquely designed so that it's pretty hard to die. Lose a ring, pick it back up again, move forward. The only thing that gets in the way of this is clinching (getting squished between two objects that aren't supposed to be hazards). Things that cause clinching are the only things I ever memorized because that might happen once per game and it's pretty disheartening cause there's not a lot of connection between how well you're playing and whether it happens. It sure as hell didn't need to show up again in Mania, as it's not an intended obstacle.

If you conquer classic Sonic (and you don't need to memorize it to do so), I guarantee you will have as fun an experience as any other hard game series people love. In particular, Sonic 3 & Knuckles is just the damn finest 2D platformer ever made. 14 beautiful and fun zones, 3 characters, multiple endings and lots of secrets. It's just unfairly stacked due to being two games shoved into one (basically the Gold & Silver of Sonic). And it has no bullshit. A lot of what I say applies to Sonic 1 and 2 but those games feature Labyrinth Zone and Death Egg Zone respectively, so fuck em. Sonic Mania is great but a lot better with its original levels than its remakes (Hydrocity Remix and Flying Battery Remix, which you took a picture of, suck ass).
 
On the flipside, this is why it's impossible to complain about frustrating game design without being told that you just need to get good. I don't know if you got on your soapbox at me or at the industry as a whole, but you could not have mischaracterized my taste in video games more if it's the latter.

If you go down a hill, hit down to go into a roll, clench your asshole, and be prepared for when you might need to stop. That's fun.

If your idea of fun is "don't accidentally throw yourself off the level that plays itself" then we just have irreconcilable differences of opinion, but that would explain why you like sonic
 
"Sometimes you have to go fast but then sometimes you have to go slow". It's a video game. You have to learn it's flow and adapt to its situations. This is why "get good" comes into these discussions. It's not just people being assholes, it's because that's the core fun of video games. If a hard game type has a dedicated player-base who can play it easily and love it, maybe it's not the game.
Not going to argue about the most of the post bc I think some of your points are fair, but this point kinda falls apart bc Sonic isn’t a hard enough game for me to feel like I need to “get good” to complete a level and enjoy doing so—even for someone as bad at games as me. It’s very easy to say that I’m complaining because I’m bad, but I don’t think I’ve ever found these games hard, neither when I was a kid nor now. And even if I did find them hard, I’m not the kind of player to call a game bad bc I couldn’t beat it (Celeste is one of my favorite games, but I still haven’t even unlocked all the B sides/completed all of the ones I have).

The big problem is that this dynamic that you described as “fun” im your post simply... doesn’t feel very fun to me, at least in the context of these games. If I’m going to be flipping between those two modes of play, then the character movement—my single biggest gripe with Sonic—needs to fit that type of gameplay. Sonic’s movement feels good when you’re moving fast—the slow acceleration makes his top speed feel faster, so when you do stay in the high section the game feels fast and, yes, rewarding. However, it becomes awkward and finicky when you’re not, and because you are spending a lot of the game at not-top-speed, it makes it really hard to appreciate the level design that would probably feel a lot better if I were controlling almost any other video game character.

The fact is that jumping between platforms from a standstill in, say, the Chemical Plant Zone is just... not a very fun experience as Sonic. And when missing that jump means falling back into the water section to complete the same jumps between “clinching” platforms you’ve just completed, it does very quickly become tedious. It isn’t impossible to make these types of sections fun, and you can do so with the same fast-then-slow-then-fast dynamic that Sonic is going for (2D Mario has this sort of dynamic when you’re playing well instead of like an 8 y/o), but it’s entirely rooted in responsive horizontal movement (i.e. not Sonic).
 
If your idea of fun is "don't accidentally throw yourself off the level that plays itself" then we just have irreconcilable differences of opinion, but that would explain why you like sonic
I don't think that's what I said at all, and I don't get how someone can complain about a game "unfairly killing you" and also say "it plays itself". If I think of endless runners, I'm thinking of unfun games that play themselves and lack level design. No level in Sonic can be reduced to just "moving fast" (although the first level is the one that typical does this the most), this is a situation (the game's standard mode) that you need to understand in terms of entering and exiting. Sonic is not a game about "responding" to things but about understanding modes of movement. If you understand the flow of these games, you are rarely surprised by things that come from off-screen.

The easiest way to understand what I mean is to take into consideration the numerous movement gimmicks that are unique to each level. When you look at the Flying Battery Zone, you have monkey bars, vertical and horizontal mesh cylinders that spin you around, electromagnetic areas that pull obstacles to the ceiling, mechanical claws that take you from one area to another, strange black orbs that allow you to defy gravity, and outdoor areas with wind and large fans that you hang onto. There's also subtle differences in how its moving platforms and elevators work compared to other levels, and lots of other things that aren't big enough to mention. Levels have about 10 times as many gimmicks as the revered Donkey Kong Country 2 and without being nearly as punishing. The fun of understanding and flowing between movement gimmicks almost feels more like a Wario Ware game than any other platformer, but somehow still manages to be a linear platformer, giving it the sense of purpose you feel from playing one to completion. It's honestly pretty easy to see why Sega kept fucking up attempts at bringing back 2D Sonic, it's a miracle that Sonic 3 & Knuckles is as good as it is, let alone that a few other Sonic games are pretty decent. If there was one game you should have given more of a chance, it was 3&K.

Is Sonic a hard or easy game? Some people sure act like it's hard. When I was kid it was hard. Now it isn't. So I dunno. Lots of games are like that. I tried to address complaints that don't make sense to me because the controls are very simple and the high route is the better route most of the time (after all, if you fall from it, you only end up on the low route, and not into a death pit). Is Sonic hard to control when going slow? I don't think so, and Marble Zone is my favorite from Sonic 1, so I'd kinda need to like the slow controls. You gotta get used to how his acceleration is gonna kick in mid-jump, but it certainly does what you want it to when you understand it. Bad controls are controls that don't function the way they're supposed to even with an understanding of them, and there are tons of old 2D platformers like that.

I personally couldn't think of much at all to change about a game like 3&K, except to get rid of clinching (and maybe any instant-death is antithetical but I can't say I have had problems with that).
 
OK, I played some more Sonic Mania today, taking von's advice into account. Namely, whenever Sonic got launched, I just didn't press any buttons and waited for him to stop. This time I beat Flying Battery Zone without ever dying and even got >100 rings in both Act 1 and Act 2. So I guess I "get" Sonic Mania now, thanks. I don't think the game has raised in my esteem at all though. Now that I know my problem is that I was trying too hard to play the game instead of just watching it play itself.

Incidentally while I'm here, is there any difference between this contraption that spits out coins when you land on the yellow pad, and this one that launches you? Or do these actually look the exact same and behave differently because Sonic Mania does not give a fuck about turning consistent input into predictable output because it doesn't understand how a "game" works.

Enough complaining about Sonic, let's talk about two games I did really like. I finished Shadow of the Colossus (PS4 remaster) and Hotline Miami (Switch port) last weekend.


Shadow of the Colossus: Never thought a game that's been hyped up to me for literally longer than a decade could possibly live up to the hype. But somehow it did. I'm tempted to just end this here because let's be honest, we all know about Shadow of the Colossus and what more can I possibly say? But I told myself I would write about every game I finish itt so here's my try.

The colossus fights are exciting, and granted I've never played the Tomb Raider type of game that probably inspired them, but to me they were also a completely unique type of gameplay. As puzzles I do think some—ok, most—of them were a bit unintuitive on their own, but the hints provided by the game were usually just enough to give me the all-important feeling of "getting it." As platformers the mechanics and camera were a bit wonky in maybe three fights, but they were usually solid. And the five minute downtimes between each fight, narrative purpose aside, were the perfect length of palate cleanser to make the next colossus fight seem appropriately grand.

As I write my review of the gameplay, I realize that while SotC's was solid and interesting, it wasn't among the best games I've played in that regard. And I'm not one of the people who tends to agree with the bandwagon; usually I'm a contrarian so if people like something, I'm more critical of it. So it must be the narrative that makes me love it so much. If you are one of those Extreme Hipsters who complains that platformers don't properly contextualize their gameplay challenges (xenu) then this is the game for you. This is such a weird thing to praise but the horse AI in this game was incredible. In the fourth colossus fight it stepped on my horse and I found myself apologizing to the damn thing, which is just a good anecdote to show how immersive the game is. Everyone wanks off Spec Ops: The Line for making you feel bad for continuing to play the game, but SotC did it first and—I haven't played Spec Ops—probably better.

SotC isn't perfect, but all of my complaints are minor in the face of this game that is just very good. The ending was almost perfect but then it got weird instead... the physics engine had some annoying quirks, and it was too short for the price. And the remake was too subtle perhaps—I knew one of the famous details of this game was how Wander changes as you play, but I actually had to look it up after beating the game because I didn't notice, even though I knew to look for it. In the original it's pretty easy to spot. But regardless of these quibbles, I think this game is a masterpiece. There's a reason it gets namedropped all the time for the last fifteen years despite its low sales.


Hotline Miami: This game is good too. The primary gameplay is refined to a GLEAM. It makes you think and challenges your execution. Here's my text impression of how I might play a Hotline Miami level. Kick open a door, knock a man out, grab his baseball bat, kill two other dudes who spotted you, now the first dude's woken up so kill him with his own bat. Swap the bat for the gun one of the guys was holding, shoot three dudes through a window and retreat behind a wall because the noise just alerted another two dudes. Pop them when they run around the corner, swap your now empty gun for one of theirs and kick open the door to the final room while you shoot down three more guys. Oh yeah and this entire sequence took about twenty seconds. It is high octane, fluid and smooth, wastes no time, and it makes you feel badass. They say Mario 64 didn't build any levels until they'd spent a year just making Mario feel fun to control in an empty white room. I get a similar feeling from Hotline Miami.

Hotline Miami is definitely good, but unlike Shadow of the Colossus, I don't think it's great. The primary gameplay isn't absolutely perfect: I think it leans too much toward execution in the balance of planning and execution. The vast majority of my deaths were a case of "do the exact same thing but get luckier," and I didn't give up on a plan until I'd failed in execution like 20-30 times (though bear in mind this means only 5-10 minutes). This was probably super exacerbated by trying to aim with dual analog sticks though—definitely go for mouse and keyboard if you can. The main criticism for the game is that it just rests upon the laurels of its primary gameplay. There's no sense of gameplay escalation; every mechanic has been thrown at you by the 25% mark, and I could honestly not tell if later levels are supposed to be harder than earlier ones. The story could best be described as a complete waste of time and the soundtrack ranges from "all right" to "turn that shit off!" So in the end, about all that continuing to play the game can offer is different level layouts, which is enough, but it doesn't get you excited to see what comes next.

All that being said, this game is still worth a buy just so you can experience the gameplay. In terms of ultraviolent pixel art drug addict beat-em-ups, which is apparently an entire subgenre, it isn't as good as Katana Zero (I would love to do a writeup about that one sometime) but it is up there.
 
Incidentally while I'm here, is there any difference between this contraption that spits out coins when you land on the yellow pad, and this one that launches you? Or do these actually look the exact same and behave differently because Sonic Mania does not give a fuck about turning consistent input into predictable output because it doesn't understand how a "game" works.
One of these is directly below a ceiling and the other one is a dead-end unless it launches you. I've played Mania all of once and this seems pretty obvious. Also, is there some reason not to jump on either? What's really the issue here?
 
Disclaimer: I've only played 3 sonic games and watched a few playthroughs of others.

I've played sonic and the secret rings and its garbage. But this is known. I've played the first few levels of the original sonic on the master system(wii virtual console, worst purchase I ever made) and it was pretty unfun. And then I've seen people play through sonic mania, sonic generations, etc. And my big takeaway was that the levels just seem so awful. Especially stuff like chemical plant+ chemical plant knockoffs? Bunch of moving platforms you have to jump around. Water stuff. Getting crushed between platforms. Maybe the reason people hate water levels in sonic is because the game is completely opposite to what these levels are about (slower acceleration, not being able to jump out of water, etc)

Then there's the other sonic game I played, sonic rush. The level design is...just good. I think the key is the larger screen real estate, switching between the top and bottom screens but being able to see all of them at once. Never in the game did something come from "offscreen" because there's so much vertical space to preview what's coming. The game removes the slow walking due to its boost mechanic, where you press x to ignore enemy and go fast. To maintain boost you have to do "tricks" while in midair or on rails; these correspond with the low/high paths to enable you to keep up your boost -> keep up your speed -> keep on the "good" path.

I've heard frustration from sonic fans that this boost system is always a part of sonic games but never allowed to stand on its own (colors, generations, forces). I have no idea why because sonic rush is actually fun. Why must these games be made so badly when all they need to do is release sonic rush twice a year and it will print money
 
I've played sonic and the secret rings and its garbage. But this is known. I've played the first few levels of the original sonic on the master system(wii virtual console, worst purchase I ever made) and it was pretty unfun. And then I've seen people play through sonic mania, sonic generations, etc. And my big takeaway was that the levels just seem so awful. Especially stuff like chemical plant+ chemical plant knockoffs? Bunch of moving platforms you have to jump around. Water stuff. Getting crushed between platforms. Maybe the reason people hate water levels in sonic is because the game is completely opposite to what these levels are about (slower acceleration, not being able to jump out of water, etc)
Sonic on Master System is a bad port, not the original game.

Chemical Plant is one of the most popular zones in Sonic. The only really dedicated water level, the only level you have to play four times for some reason, Labyrinth Zone, can bite my ass though. Seriously though, don't knock it until you play it.
 
I have nostalgia for the older Sonic games on Sega Genesis because when I was a kid, I owned Sonic Mega Collection Plus on the PlayStation 2. I can have a lot of fun with these games due to nostalgia, but I have to admit some levels (in particular Chemical Plant Zone and Marble Zone) are pretty badly designed. Also Sonic Colors, and Generations are fantastic games you should try out
 
Been wanting to get back to using this thread for a while, now's probably a better time than any. I mostly play random older games (some of which no one's heard of), and occasionally some newer stuff too, so I'll just try to talk about whatever I finished recently. Hopefully my writing is less awful than it used to be lol

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Energy Breaker
Released
: 1996
Console: SNES (Japan-only, has a good fan translation)

Okay so this is a game you've probably never heard of unless you like digging through romhacking dot net's fan translation listings, which I think is how I first heard of this game, or watched SNESDrunk's video on it, which is what pushed me to see the game through to the end. Anyways, this is Japan-only Strategy-RPG for the SNES released back in Summer 1996, developed by Neverland, who also made another set of SNES RPGs in the Lufia duology but is probably better known as the developer behind Rune Factory. It's pretty fascinating to consider just how many unique and gorgeous SNES RPGs came out in 1995 and 1996, and that most of them never made it out of Japan. Many of these games didn't see much universal love (Chrono Trigger and Super Mario RPG being the main exceptions) and seem to moreso be considered hidden gems (really wanna get around to playing more of them). While I don't think Energy Breaker is a masterpiece by any means, it's still enjoyable for what it is and worth remembering.

First things first, this game looks fucking gorgeous for a SNES title. It's kinda like Super Mario RPG with a Golden Sun-esque artstyle, not only because the game has Super Mario RPG isometric view and "fatty" spritework, but particularly the character graphics in each are very expressive and have some fun animations, which really lends well to the games charm. It is a bit unfortunate that much of the game screen is surrounded by a gradient background, but still, the graphics are easily the game's best asset.

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(taken by me :p)

The soundtrack, on the other hand, is unfortunately a tad disappointing, but still good overall. While there is of course some blander-sounding stuff, its main problem to me is how many songs in the OST are short, repetitive, and lack much progression despite them clearly having good ideas. Collapse of the Cycle of Rebirth, Summoned One, and The Future Century Apporaching Dusk come to mind as songs that sound really nice but are too shallow for their own good (Note: These are all supposed to be map/battle themes lol). That being said, there are certainly still some highlights in the soundtrack. To the Blue Horizon is easily my favorite song, just a bit unfortunate it plays so late in the game; The Prayer Bells Do Not Toll gives off similar vibes (and also plays during the endgame), while Voice of Awakening and Ruins of the Rain are just plain gorgeous, even if all of these songs carry some similar motifs.

Story is also a bit of a mixed bag. It's basically a whirlwind adventure featuring an ensemble cast, where each member of the party has their own goals and reasons to go out on adventure; Myra is an amnesiac, Lenardo is looking to revive a dead friend and search for another, Star is similarly looking for his lost love, and Dorothy's there too I guess. Oh, and that character who's front and center in the box art? That's Leon, he's pretty cool but doesn't really come into play much until the 2nd half of the game and is far less important overall than Myra lol. The story is naturally kind of all over the place, there's even some time travel shenanigans involved in the midgame, though the individual events are solid enough. What helps make it work is that the writing in the fan translation is pretty good and all the party members are entertaining, with Myra easily being my favorite, (granted, she's the one you play as on the overworld and she'll probably end up being your strongest party member), although her actual story arc is super predictable and doesn't come to a head until the very end of the game. I also can't really give similar praise to the villains; with the exception of Parasite, the antagonists are just bland and/or unclear in their motivations. It also harms the overall story, since the game's Big Bad Oriales doesn't become relevant until a little too late into the game, so for much of it you don't have a single distinct endgoal as to what you're trying to accomplish (compare to EarthBound, which is also a crazy adventure but has a very clear endgoal right from the start and steady progression towards that goal), just lots of random quests for each character. One particular thing I would like to praise the game for is the insane amount of flavor text when you're exploring the overworld, Myra's character is helped so much by her comments on pretty much everything (not to mention this game has tons of hidden items), don't think there's any SNES title with as much interactive text. Bit of a shame her lighthearted nature often comes in conflict with some of the darker moments in the story, particularly one event that happens just an hour or two into the game.

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(taken from the game's Fan Translation website)

As for the gameplay, basically take a typical J-RPG, but instead of random encounters you have preset skirmishes that play more like something out of Final Fantasy Tactics (disclaimer: the only SRPG games I've played a decent amount of are a few Fire Emblem titles), and thankfully you can escape them at any time without penalty if you've beaten them already. As with most J-RPGs, you've still got item slots to manage, which can often get pretty cramped, equipment for each character, all that standard stuff. And within battles, you can obviously move around, attack, use various items, or make use of skills. The two main things that separate this game from most are, firstly, its skill system, in that you basically can mix and match points towards fire, earth, water, and wind elemental levels, and depending on what values you have in each elemental determines what skills you're capable of learning and using. It's a cool idea, but still kinda annoying, especially since you'll constantly need to check items called Grimoires, of which there are 21, one for each skill, and each one notes the levels you need to learn and use that skill and which characters can learn it, and it's pretty annoying to constantly adjust your levels and make sure you're capable of learning each skill.

The other neat but flawed idea the game has is how its actions work; at the start of each turn you or your enemies get allotted some amount of Balance Points, depending on the unit and the amount of HP they have left, and these are what you must consume to take actions, including moving, using items, attacking, or using various skills (each of which has its own required number of points its consumes). It's kinda neat, you can use it to attack multiple times, move twice, and so forth. The problem comes into play once you've taken a lot of damage; when you're at low health, a character gets allotted 4 Balance Points, which is enough to use an attack and an item, or a basic skill, but it is NOT enough points to move your unit out of danger, which is quite frankly really annoying. Thankfully, there are buyable items that let you replenish balance points for a turn, but it's still pretty annoying (and those items can obviously lead to some broken tactics).

The actual gameplay itself is very fun overall as tactics games tend to be for me. I don't have much to comment on what makes the game fun though besides it just being so, I'd probably say it's because of its nice blend of typical J-RPG elements as well, since there's an emphasis on item usage, stat buffs, and stat debuffs (though movement is plenty important too). All the maps are really small and simple, so your sense of tactics is going to be very small-scale, though it also means battles don't go on forever. This will probably upset Fire Emblem nerds like Stratos, but 80-90% of the 75 or so maps in this game are Rout maps, with a Seize map appearing periodically, and a small number of Defeat Boss maps (though most of these happen towards the end of the game) and Defend maps. The Rout maps themselves are easily the weakest type, and the more egregious ones show off a few random and less-important issues I have with the gameplay. Firstly, much like standard J-RPGs but unlike most S-RPGs, it's very difficult to gauge how much damage any particular attack will do; the in-game stats aren't explained well, the enemy stats are really high for some reason, and there is no battle forcasting. Granted, there isn't any damage rolling either, so you can at least use one attack to roughly infer how much damage other attacks will do. This really comes as a problem when you're trying to kill off enemies efficiently as, secondly, there is a turn count limit to each battle, and exceeding that limit is an instant Game Over. In most cases, this won't be an issue, but it can be really annoying on maps with periodic enemy reinforcements or enemies that are particularly bulky. Finally, going off the last point, the balancing in this game isn't particularly good. Some enemies are just way way wayyy too annoying to kill with most of your party; there's usually not a need to grind in the game, but you'll absolutely need to grind early-on because there is an early-game map with a nigh unkillable skeleton that you need decent levels and good skills and items to take down. Additionally, Myra and Leon will likely end up being your strongest party members by far and will just snowball in levels because of how much you rely on them to take out the more resilient enemies, not to mention Dorothy joins severely underleveled and will pretty much always be woefully underpowered (thankfully you can just use her to boost stats or heal instead).

Despite all this rambling, I'm glad I played Energy Breaker, obscure but interesting games are usually fun to play :) Also good that this game is on th short side by RPG standards, I finished it in about 25 hours. This game makes me really want to check out Lufia II since I've heard even more praise towards that game (and it has a better OST) and it's pretty clear that Neverland is more comfortable with the JRPG side of things than the SRPG side.

(Low 7 / 10, legit good; yes I'm stealing Fantano's grading system but I don't care it works well)

Won't go into as much detail about the others since I think most people reading are familiar with them lol

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Furi
Released
: 2016
Console: Windows and all major consoles (I played it on Switch undocked)
I played on Furi mode, C Time, C KOs, D Hits

Okay yeah I wasn't the biggest fan of this game. I really hate when games start off by immediately being disrespectful to the player, the first boss is an annoying asshole, which is a problem when you're trying to figure how to play the game properly and it feels like the game's just making fun of you the whole time. That fight really set me in a bad mood with this game right off the bat, The Strap and The Scale were alright but The Line was just another really obnoxious boss and the fight itself was a massive drag, in spite of some creativity I guess. I feel like the game didn't really pick up and become enjoyable until The Hand, the first boss I really enjoyed, since there's a much bigger focus on making use of your sword rather than just camping with your gun. The Song and The Burst were kinda fun but at this point the game was...not that hard lol? The Edge was much more challenging and EASILY my favorite boss fight (incidentally, he's also the most respectful one character-wise), and The Beat and The Star offered decent challenges but I dunno, a game being "hard" to me really comes down to a sense of mental taxation and frustration; I die all the time when I play video games so Furi being a game that killed me a decent number of times (but not a ridiculous amount) didn't really make me feel like the game was suddenly all that hard lol.

But yeah, the core gameplay itself was fun enough I guess? Big focus on dodging, getting the timing down for parrying takes some practice but I did eventually get a feel for it enough to beat the game. The reaction-based gameplay and bullet hell sequences were probably the best part, but there were plenty of more annoying sections in the game as well that lacked much in terms of proper combat (chasing The Burst...most of the fight against The Line lol). Also, needless to say, but I didn't really care for the story or characters, the start of the game didn't hook me at all because my mindset was too sullied by that first boss, everything else felt vague and mysterious and trying its best to be interesting without really succeeding at doing so, plus (gonna be vague in spoilers but...) The game's big twist LOL, what the hell was that? Like I guess it explains stuff but geez why does it have to be so needlessly weird, reminds me of Ghost Trick, but at least that had much better story/characters/writing/worldbuilding. The graphics are nice and stylized but kinda meh to look at it, also some occasional technical issues while playing it on Switch. Even the soundtrack was kinda forgettable, which I know is really strange given that it's a fucking licensed Synthwave OST so it should be up my alley, but I can remember hardly any of it lol. I think the problem is a mix of songs playing for not a long enough time and the music dynamically changing to match the gameplay, so I couldn't really follow a throughline for a proper song at any point while listening, and I didn't find any of it quite punchy enough that I want to listen to it on its own. Look, I enjoyed my time with this game, but I just can't get into it as much as many others can, not really motivated to try Furier. It's probably just me having it out for this game though tbh, but that's just how it goes sometimes.
(Mid to High 6 / 10, Enjoyable)

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Katana Zero
Released
: 2019
Console: Windows, Mac, Switch (I played it on Switch undocked)
Hard Mode Psychotherapy Route (hadn't done either before). Took me like 12 and a half hours and over 2,700 deaths lmao

Already beat this casually last year, but came back to play it again on Hard Mode while also getting the True Final Boss. I don't want to get into too too much detail about this game since Stratos wants to talk about it :p but holy shit it's amazing, and Hard Mode particularly accentuates what makes the game so good - the level design and enemy placement is just really well handled. It's so rewarding to just careful plan through your actions, and there's a healthy amount of improvisation that goes into it (I took so many video captures while playing this on my Switch lol), not to mention that the game controls incredibly well. The true final boss fight was super fun as well, did my best to avoid too many spoilers on it and it certainly didn't disappoint. On that note, I should also say that the game's OST is still fantastic, with said boss's theme being one of the best tracks in the game and one of the best boss themes I've heard in a long time. And the pixel graphics and spritework are still amazing. The story isn't quite up to the level of everything else but I do still think it's good, but I also think it's a story that's far less effective when you know what happens so I'd say enjoyed it a lot more when I first played it last year. But yeah, Katana Zero is brilliant. Play it. Seriously. (That includes you Gato and brightobject:mad:)

(Low-Mid 9/10, Amazing)

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As for what I'm currently playing, I've been approaching the end of Link to the Past (will be the Zelda I've ever beaten !_!), have made it up to the final boss of Ninja Gaiden but I'll need to run through the game again to beat it, and started playing Gunstar Super Heroes and have other stuff I want to try. Will talk about them more when I beat them soooonish
 
Anyone else Game? I Game a whole lot.

Finished Sonic Mania this last week. It was easy once von taught me how to play Sonic, but my opinion on the game hasn't changed since my earlier posts so let me talk about something else.


Bought and 100%ed Snake Pass this last week. If you haven't heard of it, it's a 3D platformer where the player character is a snake—a species notable in the platformer genre for its lack of legs. So rather than jumping between platforms, the main gameplay in this one is slithering along bamboo pole structures stretched between ravines, coiling around them to maintain an even weight distribution so that you don't fall off under your own weight. The challenge escalates via more complex and difficult bamboo shapes, and then they start moving, which asks you to predict and quickly respond to changing conditions—not easy with a thirty foot long snake body.

The game is comprised of 4 worlds divided into 15 levels total. Beating the game isn't much of a challenge, but there are 25 bonus collectibles in each level for a harder challenge... I kinda tortured myself combing the earlier levels for all the collectibles before giving up, because the levels are pretty big compared to your movement speed (a few minutes to traverse) and some of the collectibles are well hidden. After I beat the game it gave me infrared collectible goggles, which I wish I had known were coming. I think it was the right choice to wait to give me the goggles so I could poke around for collectibles on my own first, but I could have saved some frustration if I had known I would be able to find the really obtuse ones later.

The main strategy for getting through the moving platform sections (the best parts of the game) is running off of cliffs Wile E Coyote style onto a bamboo platform, scrambling to control the platform and get a full loop around, and then madly, but with purpose, jiggling the control stick to stay atop the platform while it spins as you try to get to the other side. It's pretty thrilling and totally unique.

So if I 100%ed the game, and i sound pretty positive on it, I must really like it, right? Hm... well. I think I like the idea of Snake Pass more than the game Snake Pass. The level design is mostly good, but the engine just has some majorly frustrating bits that make me think it was developed by lizard people.
  • First is the QWOP-tier control scheme. Left analog stick to move your head on the level plane, A to raise your head, release A to let it droop, Y to lift your tail, R2 to move forward, L2 to stop and, I shit you not, D-Pad to change your facial expression. In fairness, I can't come up with something much better, but I spent basically the entire first world struggling with these unintuitive controls—fortunately, I think they expect this, because it's impossible to die on the critical path in the first four levels. Even after that though, this fuckin' snake is so finnicky with his head placement when you are trying to coil around a piece of bamboo. The analog stick input difference between "Move your head to the right of the bamboo pole, opposite your body, so you can place your weight around it" and "move your head to the left of the bamboo pole so your stupid ass can slide off it and die" is approximately the width of an electron.
  • The camera in this game is horrible sometimes, especially near walls. I didn't think we still had this problem in 3D platformers in 2017 but I think the developers of Snake Pass just copy pasted the camera code from the Mario 64 decompilation github. This comes up less often than you would think for a game about climbing, but it's a complete bitch when it does.
  • It takes too long between tries at a challenge. If you fall down to a safe area, your movement speed across flat ground is extremely slow. And if you die, the death animation is insanely long. That one might be to cover up loading times, in which case, good job, I never noticed any. But failing a challenge becomes kind of frustrating because you get to resign yourself to 10-30 seconds of literally waiting and/or boring slow walking along flat ground. On the topic of waiting, all of the cutscenes are unskippable for some reason, even on repeat playthroughs of a level?? But they're short, so not a big deal.
  • The last world introduces a fucking awful heavy wind mechanic that is just not fun to play with at all. It was probably a good idea on paper but a wise developer would have playtested it, realized it sucked, been sad about the wasted code and then thrown it out. An unwise developer would leave it in to ruin the final experience you'll have with the game and well, here we are.
None of these are enough to completely sour me on the game. When the platforming is good, it's actually quite good. But cut out the first world where you're struggling with controls and the last world with the shitty wind, and the boring waiting bits, and basically maybe one third of the game is good.

If you're looking for the game of the year, you won't find it here. But if you're looking for a fresh experience that's pretty interesting, Snake Pass is a good pick. Just don't come crying to me if it kinda pisses you off sometimes.
 
I think the idea behind Sonic as a "fast horizontal platformer" is inherently trying to marry two incompatible concepts together and maybe that's the main reason Sonic never rose to the same prominence as Mario. You can't make the player character go too fast without either dying a lot or basically allowing you to autopilot most stages. You also can't zoom the camera out to give the player better vision of upcoming obstacles because that simply ruins the illusion of going fast, which is functionally okay but you're just another platformer at that point. If anything, I think this is a positive point to the 3D Sonic games, since using the third dimension (depth) allows them to preserve the feeling of going fast while allowing the player to stay aware of upcoming obstacles.

I'm still slogging away at Etrian Odyssey Nexus but it has nothing to do with me not enjoying the game.
This game makes me really want to check out Lufia II since I've heard even more praise towards that game (and it has a better OST) and it's pretty clear that Neverland is more comfortable with the JRPG side of things than the SRPG side.
Lufia II is legitimately one of the best games ever made. It's one of the early pioneers of nonrandom battles (releasing two weeks before Chrono Trigger) and you get a lategame shop that will resell you any unique items you sold away, so it's got your back mechanically. The dungeons have significant puzzle elements, which is fairly unique, and they're never a slog to get through because movement is snappy and you can choose to avoid encounters. The IP (rage) system is better than Final Fantasy's Limit equivalent and adds another dimension to choosing equipment aside raw stats. You get to raise mons! It has the best side content I've ever seen in an RPG, not only the standard optional superboss but an optional "superpuzzle," a minigame casino plus a fully fledged Roguelike dungeon that by itself is a better standalone game than a hell of a lot of other full games out there. The Ancient Cave, the aforementioned Roguelike, is actually unlockable as its own separate game mode to boot.

Not to spoil the story, while ultimately being standard save-the-world-from-evil fare, it does a few things you rarely see in games (such as a non-happy ending, which is not really a spoiler because you're supposed to know that going in by having played the first game) and there's a nice mix of comedy and seriousness. The characters ooze personality and there are multiple moments where it might be difficult to avoid tearing up if you get emotional over this stuff. (The ending, obviously, but also Tia's departure as another example.) Plus the OST is fucking fantastic. I don't have much criticism for the game other than it's not very difficult, which is true of a vast majority of JRPGs anyway, and... there's no proper final boss theme? Meh.

Also, don't play the DS remake because it's a shitty action RPG that completely reimagines half the characters and totally ruins the Ancient Cave.
 
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Has anyone here played Twilight Princess for both the Gamecube and HD?

I've only played the Wii version before, so I bought the HD version because I wanted to experience what the original Gamecube controls were like. So I was really surprised when I finally got the sword and shield and the controls were largely the same. Not that they're touch controls, but that Link has a really non-committal horizontal swing he can do while moving, and how the shield is automatically raised whenever you're targeting an enemy. Both of these things feel like they were made for motion controls, so I don't know what they're doing here without them. Was the Gamecube like that or did they fuck up and port the Wii version? It just really makes the combat lame and cuts any amount of depth the previous games had. Kinda like how the first real dungeon is just a bunch of monkeys leading you around by the hand. Twilight Princess just kinda feels like an autopilot game, which is why I think it's the relative worst main Zelda game. But someone lemme know if I just still haven't played the right version.
 
My top 10 games of the 2010s. One per franchise, no remakes or enhanced ports (sorry Pokémon HGSS and MK8 Deluxe).

10: Bravely Default - great battle system, interesting story with good characters, lots of replay value. Let down by slow 2nd act
9: Bayonetta 2 - not normally a fan of hack and slash, but this was huge fun.
8: Celeste - great gameplay and an interesting story as well.
7: Mario Kart 8 - best Mario Kart game, if Battle mode didn't suck it would be a lot higher
6: Octopath Traveler - looks absolutely gorgeous, great battle system and 8 interesting stories
5: Fire Emblem Three Houses - the shake up the series needed, and has (for now at least) seemingly united the two halves of the FE fandom
4: Mario Galaxy 2 - I'll take no arguments, this is the best 3D platformer of all time
3: Super Smash Bros Ultimate - for couch multiplayer, you still can't beat Smash, and the new one is arguably the best ever
2. Super Mario Maker 2 - the game that never ends, there's always more to try and more to build.
1. Breath of the Wild - best entry in arguably the best franchise of all time.

Honourable mentions
God of War reboot - never played it
Witcher 3 - see GoW
Mario Odyseey - fantastic game, but not as fantastic as Galaxy 2
Pokémon Shield - I've really enjoyed it so far, but its flaws keep it out of the top 10
 
Top games of the 2010s (disclaimer: I sadly do not own a Switch)

20. Life Is Strange
19. This War of Mine
18. The Legend of Zelda: Skyward Sword
17. Kingdoms of Amalur: Reckoning (Best of 2012)
16. Dark Souls
15. Donkey Kong Country Tropical Freeze
14. Freedom Planet (Best of 2014)
13. Remember Me
12. Another Metroid 2 Remake
11. God of War (Best of 2018)
10. Resident Evil 7 (Best of 2017)
9. Civilization V
8. Metal Gear Rising: Revengeance
7. The Legend of Zelda: A Link Between Worlds
6. Papers, Please (Best of 2013)
5. To the Moon (Best of 2011)
4. Dead Rising 2 (Best of 2010)
3. Bloodborne
2. Persona 5 (Best of 2016)
1. Undertale (Best of 2015)

Realizing I did not play a lot of new games in 2019 so the best game of 2019 is Resident Evil 2 I guess...
 
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