Category Archives: GOTY

Best of 2006 #2: Okami

Okami

I suppose that epic adventures featuring wolves with annoying cohorts must be du jour this year. Expect a flood of them in 2007, presumably with cover and blind fire mechanics.

Despite underwhelming sales (I blame the other wolf game) and the culling of the development team, Okami deserves all of the credit it gets. Zelda’s is a formula that remains infrequently copied and more infrequently equalled, but on their first attempt Clover made a game that could easily stand alongside any of Link’s adventures. Not only did it have an extremely lengthy quest to complete, but also took the audacious decision to almost completely break from the ostensible storyline barely 15 hours in. Zelda comparisons may be obvious, but when this is such a good imitation – with, it must be said, some wonderful flourishes of its own – they’re hard to resist.

And those graphics! I can’t extol the game without mentioning those. While Gears of War was comfortably the most technically impressive-looking game of 2006, Okami is almost certainly the best from an artistic perspective. The whole game looks like an animated watercolour painting, even down to the texture of heavy paper that lies underneath everything at all times. It’s stunning, and I just wish I could have seen it in 720p.

For those of you in the UK without the means to play the import, show Capcom the error of its ways by marking 9th February 2007 on your calendar. It demands to be played.

Best of 2006 #3: Gears of War

Gears of War

Of all the games on here, this is the one that, almost above all, had to be good. Despite positive previews it was really an unknown quantity until launch, and without Halo 3 until next year it was the 360’s big gun for its first Christmas with direct competition. And while it wasn’t perfect, Epic did a fabulous job and laid the foundation for Microsoft’s latest big franchise.

Just to get it out of the way, Gears looks amazing. It’s certainly the technically most impressive console game I’ve ever seen, and until Crysis it’s debateable that even the PC has anything to match it. Look at the caverns in Act 3, and I defy you to tell me that it doesn’t look stunning.

While the campaign isn’t the longest in the world, while it doesn’t act on the potential of its story, and while the macho stereotypes are tired (though slightly tongue-in-cheek, which helps), what it does have is a refreshing take on the usual run and gun shooters and some of the most visceral and satisfying combat in any game, that is even better when played online with a friend. The chainsaw bayonet is an obvious and ludicrous example, but it works in this context where even the destroyed opulence around you is larger than life.

I doubt that Gears will have the legs that the Halo games have had, but nonetheless this is a lesson in how to do a next generation game. After this and Rainbow Six Vegas, expect every shooter in the next three years to have some kind of cover mechanic. If you didn’t like it in this game, you’re screwed.

Best of 2006 #4: The Elder Scrolls IV: Oblivion

The Elder Scrolls IV: Oblivion

I love my immersive, coherent worlds, me. Make a good one of those and you’re halfway onto my top ten of the year list. One of the best ones won last year, in fact. This is also one of the best.

The scale of Oblivion is the amazing thing. As I type this I’m playing Final Fantasy V Advance, originally released in 1992, and it strikes me that what was a large game then can now be done in full 3D, fully voiced with proper actors, and just looking absolutely phenomenal. It had technical issues that were maybe symptomatic of overreaching on current hardware – or possibly unfamiliarity with it – but the magnitude of Bethesda’s vision was just phenomenal.

But give an ambitious and talented team the time and budget (and possibly the Lord of the Rings licence), and this shows what you can get. The moment when you first walk out of the sewers and up the hill – possibly getting held up or attacked by an ogre on the way – to look back at the city you’ve just come from is burnt indelibly into the memories of everyone who saw it, whatever they thought of the game.

Memorable towns and innumerable settlements and landmarks that can be endlessly explored make a great game, marred only by some technical quibbles. It’s unmissable.

Best of 2006 #5: Metal Gear Solid 3: Subsistence

Metal Gear Solid 3: Subsistence

In case I haven’t made this clear, I hated Snake Eater. But what a difference a little camera control can make.

After Sons of Liberty the MGS series lost a lot of goodwill, and so tried something new with MGS3. Now you play only as Snake (not Solid), and you’re not in the near future of infinite battery lives and soliton radar, but in a Soviet jungle at the height of the Cold War. You’re really on your own, with even the need to sustain yourself completely in your hands. It was just too bad that a bit too much digging in menus and a truly terrible camera let it down.

Luckily someone at Konami had played Splinter Cell. That second stick was put to good use and let you move the camera in full 3D (in a 3D game? Whatever next!?), and in doing so completely transformed it. What was game-ruining flaw suddenly become totally transparent to use and allowed the parts that the game does so well to shine through.

What it does well, it does very well. A slick and exciting stealth adventure with a wry sense of humour carries a superb story – all told through cinematics that can stand up with the best blockbusters – right through to an epic and emotional ending (around twenty minutes long) that gives the perfect finale to what had been a top class game. Bring on MGS4.

Best of 2006 #6: Dragon Quest VIII

Dragon Quest VIII

The next one may be coming to the DS, but Dragon Quest VIII certainly managed to do the PS2 proud. 2006 has been a good sendoff for Sony’s retiree with some of the most impressive games in the console’s history, and this is certainly up there.

Rather than reinventing the wheel as the Final Fantasy series is wont to do, DQVIII takes quite the opposite path. This is about as traditionalist as can be. The admittedly stunning graphics are essentially a flashy wrapper for gameplay that has been all but unchanged since the beginning. No ATB, minimal battle animations, random battles coming out of its arse, and a blank expression when quizzed about anything as elaborate as a job system.

The basics are as solid as can be after so much refinement, but it’s the setting and visuals that provide the biggest step forward. Let nobody tell you that cel-shading is dead, because this game is one of the best showpieces yet. The game takes place in a beautiful fantasy world painted mainly in primary colours, as far from the dystopian future/steampunk settings of many contemporaries as can be. It’s one of those games that can visually transcend the HD barrier that newer consoles are hastily building over the past.

Too bad that such a top game couldn’t forge a market outside Japan like the Final Fantasy series could. Maybe that’s what they’re hoping for with IX.

Best of 2006 #7: Hitman Blood Money

Hitman: Blood Money

Perhaps one of my more controversial choices, this was the first Hitman game that I ever played at any length and turned into a surprising favourite. In fact, I think it’s the only game this year that I’ve been moved to play through more than once.

It’s not spectacular looking or anything like that (‘clean’ is really the only superlative that applies to the 360 version, impressive Mardi Gras level aside); it just ticks the boxes that made me enjoy the Splinter Cell games so much. As you’re funnelled along through the story, it gives just enough room for improvisation to make multiple playthroughs feel different. I’m replaying the second level in my head now, and I can think of at least three different ways to approach the first target alone, and the elusive Silent Assassin ranking provides an effective carrot to the same perfectionist in me that Sam Fisher kept tempting.

I’ve heard from fans of the series that Blood Money is one of the best, so I hope that Eidos and IO can give 47 a proper next-gen runout. I’d love to see what they can do with these inventive scenarios when they properly tap into that extra power.

(Merry Christmas)