Tag Archives: GOTY

Best of 2010 #4: Metal Gear Solid: Peace Walker

Metal Gear Solid: Peace WalkerConsidering the esteem in which the franchise is held, Metal Gear has a lot of disappointing instalments. This, however, wasn’t one of them, following up the best in the series – that’s MGS3, for those who aren’t keeping count – and absolutely stomping over the letdown of Portable Ops. This was a proper Metal Gear Solid game, originally planned as MGS5, and it’s a strong contender for my favourite of the lot.

Even if the story was mostly utter rubbish, taking a huge dump on some of the best characters, if you let that affect your enjoyment of Metal Gear games they’d never get anywhere near these lists. Cramming console games designed for dual analogue sticks onto portable systems rarely works, and indeed here it takes a period of acclimatisation, but in no time at all I had my head around it and, by the end, I found myself hoping that some of this game’s advances will get ported back to any future MGS games. This is the first one in which I’ve been able to make use of the CQC system, for example, now that it’s been slimmed down and the need to regulate pressure on the buttons as well as direction on the stick has been removed.

It’s looking increasingly likely that 2010 could be the PSP’s last year as Sony’s primary handheld console, and despite some of its most impressive games coming out – Persona 3 Portable also deserves a mention – it’s been an ignominious end, with mediocre hardware sales and almost non-existent software ones. This, though, must go down as evidence that the system had more to offer. Aside from its segmented areas – methinks as much down to hardware limitations as it is portable game design – this could have quite easily been a PS2 game, and as that seems to have been the Holy Grail of PSP development since the beginning, it’s one of the biggest compliments I can pay to one of its last great games.

What a finale, though, both to the Metal Gear Solid series and the PSP’s viability. I’ve had rocky relationships with both, but they’ll still be missed.

Best of 2010 #5: Demon’s Souls

Demon's SoulsHaving finally received a European release in 2010, we poor peasants on this side of the Atlantic finally got to experience what our American cousins had been telling us was the best thing since sliced bread at around this time last year. Those who dared to try it would find what will surely go down as one of this generation’s most challenging, most atmospheric and most original games. And in a gen that has so far severely disappointed with the quality of its RPGs, this one can largely stand alone.

While Demon’s Souls is famous for its difficulty above anything else, I don’t think that should be its defining feature. It’s got an amazing dark fantasy world that’s absolutely enthralling to explore, and the unrelenting bleakness of the tone is unusual in modern games.

And in its gameplay, From Software made huge numbers of innovations. The way that it makes death a part of your tactics has already started influencing other RPGs like Infinity Blade, and the unusual online functionality, which really disregards every convention – no server lists, no playing with your friends, no trading of loot, or anything that you might expect to find in an online RPG – yet still fosters a sense of community. The way that every trap can be foreseen because of the apparitions of dying players, or the notes that can be left to guide later players around traps – or into them. It’s brilliantly done, and I’d love to see even a modicum of this creativity in the designs of any games, let alone a genre as conservative as the JRPG.

Maybe I’m cheating with this one given that I originally played the US version, which was released in 2009, but with the subsequent European release and the fact that I didn’t play it until 2010, I’m happy to bend the rules a little to give games of this quality the recognition they deserve.

Best of 2010 #6: Bayonetta

BayonettaConsidering that I generally don’t get on with the genre at all, the fact that I liked Bayonetta as much as I did is a minor miracle. Or maybe it wasn’t, because the Platinum Games connection always seems to guarantee a deep and polished experience, regardless of genre, and Bayonetta trumped the rest in almost every respect.

First and foremost, it played wonderfully, with accessible, balletic combat and movement that flowed hypnotically, whether you were a button-mashing beginner – or a God of War fan, natch – or took the time to learn it. And I loved how the deep combat mechanics avoided a common pitfall by offering a carrot rather than a stick – mastery of the dodging system conferred a benefit, rather than punishing those who failed to use it properly.

Of course, the glorious presentations deserves plenty of credit. Beyond looking gorgeous, it was a love letter to Sega gaming – within minutes you’re driving along to Magical Sound Shower – and never failed to impress when it came to scale. Show me another game that ends with you riding a motorcycle up the side of a rocket into space to fight God, and I’ll thank you because I want to play it.

I wouldn’t have given Bayonetta some of the more excessive scores that it obtained this year, but it stands as certainly the best in breed for this year, and is up there with Ninja Gaiden and Devil May Cry as one of the few that I might return to without a gun to my head.

Best of 2010 #7: Call of Duty: Black Ops

Call of Duty: Black OpsIt may be fashionable to hate this series and, frankly, quite sensible to hurl some well-deserved opprobrium at Activision, but there’s still nothing better when it comes to the Michael Bay style of action. While Halo is, I maintain, better at actually engaging the brain, Call of Duty is still the place to go for a shot of adrenaline.

And with Black Ops, Treyarch is the closest yet to creating a game that stands up to Infinity Ward’s offerings. The series’ high points, Call of Duty 2 and 4, still stand head and shoulders above the rest, and yes, the plot is spectacularly stupid, but I had a lot of fun with it. Even though I mourn the apparent death of the series’ realistic bent, the campaign is well put together and I’ve probably had more fun with the multiplayer than I have since those heady days when the scope of COD4’s popularity was becoming evident.

It even improves on Modern Warfare 2’s extensive package in areas where fans complained, showing that in Treyarch we might have a competent developer that mercifully lacks the hubris of its related companies. Dedicated servers? No prescriptive ‘we know better’ comments from the studio – Treyarch just did it. It’s almost endearing.

Even if I’ll never be happy with Activision’s insistence on “exploiting” the franchise on a yearly basis – maybe more in 2011 – if standards are maintained and the games can continue to move forward, I’ll be content to drop my £40 each year. Just please don’t make it more than that.

Best of 2010 #8: Pac-Man Championship Edition DX

Pac-Man Championship Edition DXGiven that I had precisely zero expectations about this game, and that I only raised my head from my desk in the office to look at it after someone announced that they had unlocked all of its achievements within a couple of hours – I’m still a bit of a whore like that – it must win an award for being a stealth hit. Perfect scores and nights spent trying to one-up friends followed, making it probably the best and most-played score-attack game since the original Geometry Wars.

It’s simple and beautiful, and painfully, painfully addictive, and games like this make me thankful that this kind of thing has been given a revival in the era of online leaderboards, which is the most relevant they’ve been since the original Pac-Man was in the arcades. While the implementation of leaderboards falls short of the high water mark, Geometry Wars 2, this game rivals that one for content and certainly beats it for competitive high scores.

When I play Geometry Wars and look at the top of the rankings, I know I’m never getting up there. In Pac-Man, on the other hand, I’m only a few hundred thousand and, judging by the replays, a couple of eliminated mistakes and some route optimisation short of the top, so small are the margins for error. Let’s be honest: I’ll still never get there, but at least this lets me feel like I’m in with a chance of getting that carrot.

Best of 2010 #9: Infinity Blade

Infinity BladeSince the App Store launched, it was only a matter of time before someone got their act together to create the perfect confluence of handheld hardware power and touchscreen-focused game design. Truth be told, there have been a few contenders on iOS this year, but I think this really deserves to be the first.

It is, of course, graphically stunning. Ridiculously so, in fact, on an iPhone 4’s screen, and that it was able to make people forget about Rage within days of id’s game’s release says something. But beyond that it’s a great little RPG lite, designed to be played as you might play a game on a phone – that is to say, for a few minutes, which is enough to get in a few fights – and just as at home if you’re pumping a couple of hours into grinding and mastering every item. Word is that it started out as a concept for Kinect, and although I can see that working, it’s better suited to a portable. Getting me physically tired is probably the quickest way for me to get bored of it.

With more content already arriving and some significant expansions promised, I fully anticipate this being a mainstay of my iPhone for some time, and for more than a graphical showpiece for when I want to show off. Chair has also batted two for two as far as my lists go since the beginning of its relationship with Epic (see: Shadow Complex), and even if its future is in classy short-form downloadable releases while the parent company does the big jobs, it’s rightly cultivating a reputation that makes people sit up and take notice when it unveils a project.

Maybe this year will be the one where iOS devices start getting taken seriously as portable gaming systems, because when put next to my DS and PSP in 2010, in terms of play time it wasn’t even close.