Tag Archives: Awards

Best of 2012 #4: XCOM: Enemy Unknown

XCOM: Enemy UnknownHard to believe that a year ago we didn’t even know this game existed. On this day in 2011 the only XCOM revival on the agenda was the FPS version, which I think looks fairly interesting but has become a whipping boy for this generation’s ill-advised attempts to reboot cult PC classics for the Call of Duty generation.

This was pure fan service, though. Seriously, if you’d asked hardcore XCOM fans – is there any other kind? – what they’d like from a modern take on the franchise, I can’t imagine the result being far from what Firaxis delivered.

Praise must be lavished for how it achieved this while making a game that’s still enjoyable and eminently accessible for newbies like me. I dabbled with the original UFO when I first got Boxer installed – that app deserves some kind of award for making DOSBox usable to humans – and found it absolutely impenetrable and, while I have no doubt that there’s a superb game in there, I suspect it’s something you had to be there in 1994 to really appreciate.

By designing it to modern standards, introducing mechanics gradually so that the player’s skills grow with experience, this Enemy Unknown is accessible without massively dumbing down the core strategy or toning down the unforgiving difficulty. It should go down as an example to both gamers and developers – to the former as proof that the buzzword ‘accessibility’ isn’t necessarily the kiss of death for challenging gameplay that it admittedly often is, and to the latter as a blueprint for how to do it.

It didn’t do COD numbers, but it looks as if 2K had realistic expectations and is happy with the commercial performance. That bodes well.

Best of 2012 #5: Trials Evolution

Trials EvolutionThis hasn’t been a banner year for Xbox Live Arcade, and indeed by many accounts it’s been PSN that’s had the most interesting releases. Trust a sequel to one of Live Arcade’s brightest gems to keep up appearances on Microsoft’s platform, and it’s an example of how a sequel should be done.

How so? Well, it’s the original, only better in every way. There wasn’t a huge amount of variety the first time around, whereas this one took in warehouses, countryside, towns, and the now-compulsory levels based on other indie darlings. Despite simple appearances, it’s technically very impressive too.

That Gigatrack stage took me an embarrassing 22 minutes the first time through, incidentally. It became a priority to post a more respectable time, but it’s quite a time commitment even when you do well.

Trials is endearing mainly because of its purity. It’s basically one trigger and a stick, but the way it harnesses its physics and makes use of the full range of motion on the analogue inputs – I’d argue that I haven’t been as aware of the fine-grained control to this extent since Super Mario 64 – makes it both accessible and frighteningly deep. One of the masterstrokes is how it shows the progress of friends overlayed on your game, which, unless you socialise with the savants who post ridiculous times on YouTube constantly drives you forward. This is an approach to high scores that I first noticed in the superlative Geometry Wars 2 and still hope for it to become the standard.

It was a shame how thin on the ground great XBLA games seemed this year; I hope the relative dearth of innovation is a mark of development switching to new platforms rather than, as part of me suspects, a sign that the interesting indie developers have moved to other platforms in the last couple of years. But if this does prove to be a last hurrah for the service, it’s a fine way to go out.

Best of 2012 #6: The Walking Dead

The Walking DeadIt’s going to be hard to come up with much to say about this given how recently I spent a few hundred words gushing about how well done The Walking Dead was, but I’ll do my best.

The best evidence of how effective the story here was the fact that I’m still thinking about it. Daring stuff compared to the cliched nonsense that passes for in-game plots most of the time. I’ve spent hours poring over flowcharts about what might have been, had I been nicer to this person or saved that one instead. It feels cheap to boil it down to the numbers like that, but it’s an outlet when the wait for the follow-up series. We are getting a second season, right?

In all seriousness, I would refer you to the recent post for my thoughts on the game, because they’re so recent that my opinion hasn’t changed. The Walking Dead represents Telltale finally fulfilling the promise that it had only threatened to before, despite the quality of the licences it had to work with.

I wouldn’t go as far as some in praising it as it has some annoying niggles and occasionally not that much game, but it’s going to live on forever more as evidence that a game’s story can make you cry.

Best of 2012 #7: Sleeping Dogs

Sleeping DogsChalk this up as the year’s biggest surprise, for sure. A troubled development and ambitious designs on a genre that few developers are talented enough to pull off rarely equals anything worth shouting about, and I don’t think any tears were shed when it was dropped by Activision and looked to be destined for a life spent filling retrospective articles about what might have been.

Frankly it would have been a surprise if Sleeping Dogs had come out at all, so the fact that it appeared and was as good as it turned out was shocking. It also subverted the received wisdom that urban crime games have to be set in the US to be a success, topping charts around the world.

It deserved it too. It was polished, the city made a nice change from New York or LA again, and both the hand-to-hand combat and gunplay took a dump on GTA’s routinely flaky equivalents. Really, if GTA comes out and is content to recycle the mediocre-at-best shooting of previous instalments – and there’s no excuse considering that its immediate predecessor in the Rockstar oeuvre is Max Payne 3 – it’ll deserve every negative comparison to Sleeping Dogs it gets.

United Front’s invention and love of genre film is continuing with the DLC – Asian horror and classic kung fu respectively – and hopefully this series will continue where its original home, Activision’s True Crime, looks to be left to die. There’s a joke in there about exploitation cinema somewhere.

Best of 2012 #8: Hitman: Absolution

Hitman: AbsolutionFor its failures as a Hitman game, Absolution still tickled me as a stealth game. Splinter Cell – one of my favourite franchises of last generation – has made a habit of disappointing fans with ill-advised re-imaginings, Metal Gear hasn’t been about the stealth for a while now, and the late 90s fad for the genre had faded, leaving stealth fans as high and dry as hardcore Hitman fans must be now.

I wouldn’t class myself as one of them, having only played the superb Blood Money, so perhaps I was detached enough to enjoy Absolution for what it was rather than what I wanted it to be. It nailed the compulsive pursuit or perfection that I loved from classic Splinter Cell and threw in a handful – but only a handful – of the murder puzzles of previous Hitman games.

Credit is deserved as well for going against the disappointing trend of six-hour single-player campaigns with no replay value. Over 20 hours first time through is practically unheard of these days, and this genuinely does boast multiple solutions that are worth experiencing for the wealth of Easter eggs and humorous conversations to overhear. And you don’t even have to pay for DLC to get it all. Bravo, IO.

Even so, let’s have a proper Hitman game next time, though, eh?

Best of 2012 #10: FTL: Faster Than Light

FTL: Faster Than LightWhatever you might think about it, Kickstarter was arguably the biggest thing to happen to gaming in 2012. The big guns are moving in and seemingly doing their best to ensure that it’s a short-lived revolution, but for a while there publishing seemed democratised as interesting concepts that wouldn’t have had a hope at finding a traditional publisher enjoyed millions in funding. Adventure capitalism, I’m going to call it.

Thanks to some laughably optimistic schedules, few of the promised Kickstarter-funded games are here yet, and I hope that my best of 2013 will be filled with the wealth of point-and-click adventures and old-school RPGs that coaxed money from my PayPal account. One made it, though, and it was good.

FTL has become my favourite skiving game. It’s frequently running in a window behind a few browsers and Word documents, the way it can be paused indefinitely and still allow you to dish out commands perfect for a few stolen moments here and there. I’ve had crews named after friends and family; coworkers; the crews of the Enterprise, Serenity, the Millennium Falcon, the Pillar of Autumn; sports teams. Swear words too. They’ve all died horrible deaths, at the hands of the enemy or a solar flare, and the most successful are remembered, but the grief passes and I come back for more as soon as I come up with another interesting naming system.

The ability to keep playing without any real time commitment has a way of keeping games in my rotation for months, and so it has proven here. While FTL will be ineligible for my Best of 2013 list, then, that’s not to say it won’t remain a regular on my computers until then. Fingers crossed that it won’t be the only appearance of a crowdfunded project in one of these lists either.

Silliest name since DmC: Devil May Cry, mind.