The Switch delay. Several big AAA duds. Another year without an official Mother 3 U.S. release. 2016 could have been a disappointing year. (Outside of video games, it certainly took its toll.) But at least from my perspective, the good far outweighed the bad. Virtual reality finally made it out of the gates, and despite some hiccups, it shows real promise. Long-delayed games like Final Fantasy XV and The Last Guardian somehow made it to store shelves AND surpassed expectations. And love it or hate it, PokĂŠmon Go inspired a genuine pop culture craze the likes of which weâve never seen before, at least as far as games go. I think all of that is worth celebrating.
Before we get to the list, some quick shout-outs and no-brainer caveatsâŚ
2016 was not kind to the Wii U, but the 3DS quietly had one of its best years ever. Thatâs partly reflected here, but I couldnât make room for Dragon Quest VII, Fire Emblem Fates, BoxBoxBoy!, Metroid Prime: Federation Force and Gotta Protectors, to name a few. Sometimes it felt like Nintendo was just cleaning out its closet â how long ago was DQVII released in Japan? â but we benefited either way.
Overall, I played fewer games this year, but the ones I did play held my interest longer. Thanks to various microtransactions and DLC, 2016 probably hit my wallet just as hard.
What didnât I play? Stardew Valley, SUPERHOT, Final Fantasy XV (at least past chapter 2), Frog Fractions 2, Hitman â oh, and I didnât get to stuff from last year like Yakuza 5 or The Witcher 3, either. Yakuza 4 was pretty solid though.
I left off any new ports of games that came out last year or prior, unless there were substantial additions that changed the experience in a meaningful way. That meant The Legend of Zelda: Twilight Princess HD and Mini Metro werenât in the running, while Rez Infinite technically was.
Love making lists, hate ranking items in said lists, just because Iâm incredibly fickle. Thereâs a good chance that Iâll want to shuffle everything around the moment I publish this. But my podcasting buddies are counting on me here, so itâs time to be decisive.
Keeping all that in mind, here are the games I really loved in 2016âŚ
20. The Witness - Iâm already cheating because if Iâm being honest, I didnât actually love this game. The Witness takes a couple dozen hours to finish, and I spent at least half of them staring at a notebook, drawing grids, connecting dots, and having no idea how to pave forward. But even if I didnât love the game, I respect it immensely. I admire Jonathan Blowâs commitment to this singular idea, of taking the kind of puzzle you might see on a restaurant placemat and coming up with every possible permutation of it. And there is of course a âmetaâ layer on top of that, where solutions to each component change the environment around you â tree top bridges that unfold based on the paths your lines take, or colored glass panels that create new puzzles on top of old ones. It might be cold and off-putting at times, but The Witness is still commendable as the ultimate puzzle box.
19. SuperHyperCube - I bought into PlayStation VR for games like Rez Infinite and RIGs â big, flashy, âimmersiveâ experiences. And they delivered! Iâm a very happy PS VR owner, and I hope Sony builds on its momentum this year. (Iâm skeptical, but then being a virtual reality early adopter was always a leap of faith.) However, while I got exactly what I expected from most of the launch titles, it's the simple puzzle game seemingly modeled off of âBrain Wallâ that I keep coming back to. I turn on the headset to play Job Simulator or Battlezone, but I always play a couple rounds of SuperHyperCube before Iâm done. A solid case for virtual reality not as a thrilling roller coaster, but a hypnotic, relaxing voyage.
18. Headlander - The best game Double Fine has put out since Iron Brigade. Free-roaming Metroid-style exploration, a perfect 70s-synth sci-fi score and a fun body swapping gimmick at the heart of it all. I wish there were more vessels for your noggin to control, but thereâs a strong foundation here.Â
17. Kirby: Planet Robobot - Itâs easy to take Kirby games for granted, and thatâs especially true of Robobot, which uses the same engine and many of the same powers as the recent Triple Deluxe. What does the former bring to the table then? Smart level designs that take advantage of the new mechs without letting them dominate the action. A novel mechanical world that feels distinct from the typical pastel meadows. New amiibo support. OK, so maybe it doesnât add that much to the series, but itâs right up there with Super Star anyway.Â
16. PokkĂŠn Tournament - This game is a fresher, more enjoyable fighting game than Street Fighter V. It doesnât even matter (too much) that the single player is pretty thin or that the roster is small. Whenâs the last time you played a one-on-one fighting game that felt truly new? PokkĂŠn is a great 3D fighter and a great 2D fighter at the same time, which is no small feat. And itâs also a gorgeously animated recreation of those battles we all imagined happening in our Game Boys 20 years ago.
15. Uncharted 4: A Thief's End - The popular sentiment seems to be that Madagascar is when this final Uncharted entry really takes off. Slow drama and frequent cut scenes give way to island exploration and memorable shootouts. My take? The back half is fun and the epilogue is lovely, but I could spend an entire game in Nathan and Elenaâs living room, or hopping around the globe for the next story sequence. Wherever you stand, this is a fine way to close out a reliable series.
14. Picross 3D: Round 2 - Seven Picross games â eight if you count the Twilight Princess freebie â on the eShop. Thatâs a lot of a perfectly fine thing. But none of them are Picross 3D. Thankfully, the real deal finally arrived this year, with hundreds of puzzles and a few extra gameplay wrinkles. Worth the premium price tag.
13. Titanfall 2 - The campaign didnât need to be good. Multiplayer FPS games live and die by their multiplayer, and many developers seemingly write off the single player experience as an afterthought. Thatâs why Titanfall 2 is such an unexpected treat. The factory, the time hopping, the airborne carrier â all cleverly designed, with platforming gimmicks that would feel just as suited for a Metroid Prime game. I think the reason the new Mirrorâs Edge fell flat for me was that this game featured the same parkour moves in a much more exciting package.
12. Tokyo Mirage Sessions #FE - This crossover game is Persona-lite, yes, but I think that sells the characters and world a bit short. While its inspiration focuses on the pressures of being a Japanese high schooler, #FE is all about the Tokyo show biz scene. Pop music, soap operas, microwave cooking shows â itâs all very goofy, but the game still takes its protagonistsâ dreams and ambitions seriously. #FE also makes clever use of the Wii U GamePad, turning it into a tablet/social app that helps keeps the conversations going. Even if youâre not into this particular âscene,â #FE may still win you over.
11. Rhythm Heaven Megamix - I canât get enough Rhythm Heaven. They could put 20 new musical minigames on a cart annually and itâd make my list every year. Sumo wrestlers, lumberjack bears, monkey slumber parties â all magic.
10. Severed - A Vita game! Itâs great to see DrinkBox Studios stretch beyond sidescrollers with this first person dungeon crawler full of grotesque monsters and creepy, colorful mazes. Swiping and poking on the Vitaâs touchscreen feels great. The controls are key to Severedâs success; if battles were menu-driven, the entire game would fall apart.Â
9. Pocket Card Jockey - I hope Nintendo keeps letting Game Freak be this weird. Itâs not just that itâs horse racing plus solitaire. Itâs your jockey biting the dust and being brought back from the dead to repay his debt to the angels. Itâs the brassy, big band score that accompanies every race. Itâs horses with luchador masks and cats hanging from their backsides. Pocket Card Jockey is a miracle of localization.
8. PokĂŠmon Sun - Yes, another PokĂŠmon game. The Alola region is the best thing to ever happen to this series. Previous games had regions based on cities like New York and Paris, but the results always felt half-hearted. In Sun (and Moon), the tropical island setting influences everything from the creatures you catch to the trials you complete. Iâve never demanded a believable world from this series, but thatâs kind of what we get here, and itâs terrific.
7. Inside - This is the type of game where the less you know going in, the better. Itâs Limbo â a previous Justin GotY â filtered through a twisted dream logic that I still canât get out of my head months later.Â
6. Paper Mario: Color Splash - I know you donât like Sticker Star. Rest assured: that 3DS oddity feels like a rough draft for Color Splash, which improves upon its predecessor in every way. A textured, vibrant world that rivals Tearaway in its papercraft. Thrilling scenarios like a train heist, an underwater game show and the throwback above. Hilarious dialogue that mostly makes up for the many, many identical toads. I miss the liberties Intelligent Systems used to take with the Mushroom Kingdom, but everything else about Color Splash restores this spin-off series to its former glory.
5. Overcooked - This yearâs couch co-op champ. Cooking with a partner is all about communication, and thatâs doubly true when the kitchen is split across two flatbed trucks or on an iceberg rocking back and forth. My friends and I love head-to-head games like Smash Bros. and Towerfall, but itâs nice to play a game thatâs all about puzzle solving and careful planning together. And I love the wistful stage select music.
4. Dragon Quest Builders - Minecraft has always fascinated me, but I donât do well without direction. Thatâs why Iâm so grateful for Dragon Quest Builders, which breaks down the open world construction into small, manageable tasks. I started off just sticking to blueprints and keeping decorations to a minimum; now, Iâm spending hours building up towns the way I want them to look, for no other reason than my own personal satisfaction. Even taking the crafting element out of the equation, Builders does a great job of capturing the adventuring spirit of its parent series.
3. PokĂŠmon Go - I didnât set out to put THREE PokĂŠmon games on here, and in a vacuum, this is much less satisfying than PokkĂŠn or Sun. But we donât play video games in a vacuum, and certainly not this one. I played PokĂŠmon Go in Central Park, talking to strangers to find out where the Ivysaur was hiding. Or I played on my lunch breaks, exploring parts of South Street Seaport with coworkers that I had ignored for years. Goâs peak came and went, but it remains one of my fondest experiences of the year.
2. The Last Guardian - Another game thatâs more than the sum of its parts. The Last Guardian is finicky and sometimes frustrating. Trico is hard to climb. The camera doesnât know what to do when youâre up against the wall. So what? How many games feature a creature this lifelike? He may be an illusion made up of A.I. routines, scripted animations and fur shaders, but all of those elements come together in a uniquely convincing way. His evolution from reluctant ally to friend has a subtlety Iâve never seen before. Iâm glad Ueda spends as much time focusing on the inner struggles as he does the external ones. Hope it doesnât take another decade for his next game.
1. Overwatch - I didnât even know what Overwatch was until two weeks before its release, and even then, I didnât expect much from it. I had played Team Fortress 2 and thought it was just fine. I knew what to expect. Medics, tanks, builders â that sounded familiar to me. But I was so wrong. Overwatch isnât just a team-based shooter; itâs the superhero team-up game Iâve been longing for since âThe Avengersâ was in theaters.
All 23 (and counting!) heroes have their superpowers, and all of them have their jobs to do. What really sets Overwatch apart is when these heroes are bouncing off of each other. Any combination of six is going to have its own dynamics. Mei dropping ice walls to give Reinhardt time to recharge his shield. Junkrat dropping traps to help Bastion watch his back. Mercy gliding up to Pharah to give her rockets a little extra punch. Every battle brings new possibilities and strategies to the table. Iâve played over 100(!) hours and feel like thereâs still so much to learn.
But itâs not all serious business either. The colorful personalities, animations, costume designs and more do so much to shape the world, even when I know next to nothing about the overall âlore.â Last year, Splatoon felt like the only shooter Iâd ever need, but Overwatch has actually managed to supplant it in my heart. Thatâs something this Nintendo fanboy never thought heâd say. Canât wait to see how Blizzard builds on their masterpiece in year two.
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How Super Mario World should make any player feel. I remember having the biggest smile on my face the first time I got here. As if Star Road wasnât cool enough, we got this.Â
The stage names are funny with âGnarlyâ and âTubularâ. It wasnât the game referencing itself, but the players were the gnarly and tubular ones.Â
If youâre ever feeling down, Play Super Mario World. Itâll boost your self-confidence better than any self-help program or meditation ever could.Â
Have we ever seen anything in a Mario game this bizarre before or since? The warp zone within a warp zone, the ridiculous difficulty spike, and especially all of the weird enemy variants once you cleared the whole thing. It felt like I was breaking the game somehow.
What a ridiculously great âJustin yearâ itâs been! Inventive platformers, a JRPG resurgence, lots of vibrant colors in even the highest budget games - this list could easily be twice as long. Games like Fallout 4 and Halo 5 continue to (justifiably) bring in big bucks, but 2015 felt like a welcome shift away from AAA as the be-all, end-all. With VR and (maybe) wacky Nintendo hardware on the way, thereâs every reason to be hopeful for the future.
Granted, there was a lot of ugliness in and around the industry, with indie developers and advocates receiving death threats merely for suggesting the medium should be more inclusive. I donât want to brush that aside - even if GamerGate goes away next year, this *must* remain a pressing concern - but I wanted to use this post to celebrate the best video gaming has to offer, as a reminder that the Twitter goon squads arenât completely running the show.
Before we get to the list, here are a several no-brainer caveats...
There are literally *dozens* of games that I wish I could have sampled this year - Witcher 3, Yakuza 5 (and 4, still!), Life is Strange, Tales from the Borderlands, Oreshika, and Final Fantasy Type-0 to name just a few. I will get to *some* of them in 2016.
Yes, there are five Wii U games on my list, even after a fairly lean year for Nintendo. You know what youâre getting from me!
I love making lists but I hate ranking the items in those lists. I know my podcasting pals are going to come looking for numbers, so here they are, but just know that in my head these placements could change in a heartbeat.
Weâre talking fresh releases here. Remasters and DLC expansions are off the table. Otherwise, the Plague Knight campaign in Shovel Knight would be a *strong* contender!
Keeping all that in mind, here are the games I really loved in 2015...
20. Steven Universe: Attack the Light - The gold standard for licensed mobile gaming. Like the cartoon itâs based on, Attack the Light does a great job of subverting conventions - name another RPG where the sole healer is male - while offering up exploration and battle controls that feel perfectly suited for touch screens.
19. Rock Band 4 - Ultimate comfort food. In some ways, this actually feels like a step back from 3, given the lack of keyboard support and track sorting options, but Iâm just glad to have my library available on a current-gen console. I love how Harmonix continues to put out DLC for nearly every musical taste. (Quick shout-out to this yearâs Guitar Hero; I only have enough room in my apartment for one plastic instrument game, but I do appreciate the attempt at something new!)
18. SteamWorld Heist - Dig was already great, but Image & Form really found its groove with this sorta-sequel. Perhaps the friendliest, most approachable turn-based strategy game ever, without sacrificing depth. The steampunk âOceanâs Elevenâ game I never knew I wanted.
17. Galak-Z - I havenât seen a minute of Robotron or any of the other 80s anime series that inspired this space shooter, but this still feels authentic to me. That specificity really sets Galak-Z apart. I went back and forth between this and Nuclear Throne for my randomly-generated twin-stick pick, but all of the little flourishes gave this one the slight edge.
16. Read Only Memories - This is basically a more grown-up, modernized Snatcher, a thoughtful exploration of gender and sexual identity concerns thatâs also just a really great mystery. Though simple, the digitized backgrounds and portraits that make up Neo-San Francisco and its inhabitants immediately draw you in. This came out right as this yearâs *big* indie darling was dominating the conversation, and I think it got overlooked as a result.
15. Code Name S.T.E.A.M. - One of two unfairly maligned 3DS games this year. Like Heist a few spots prior, itâs a turn-based strategy game. Unlike Heist, itâs not overly friendly to newbies, and the long enemy turns at launch didnât do the game any favors. However, by the time youâve assembled a full squad of four soldiers, the strategic possibilities open up greatly. Levels complement their abilities perfectly, with alternate paths, sniper perches and even occasional vehicles scattered throughout.
14. The Legend of Zelda: Tri-Force Heroes - Hereâs the other 3DS game most people didnât like. In this case, *some* of the maligning is warranted. Connection issues get in the way too often, communication options are limited and the âsingle playerâ mode is barely functional. BUT! If and when you find the optimal play conditions, the game goes from lousy to magical. While Four Swords was mostly about offense, Tri-Force emphasizes puzzles and occasional set-pieces that are frequently brilliant. (For instance, thereâs a mine cart chase in the fire dungeon thatâs just as thrilling as all of the Spinner stuff from Twilight Princess.) I donât blame anyone for passing on this one, but there is a game worth fighting for here.
13. Downwell - My âjust-one-more-gameâ game of 2015. Not much to say about this expertly-crafter shooter. The various blaster boots feel great, the controls work well even on a small phone, and varied enemies keep you on your toes all the way down.
12. Axiom Verge - Thoroughly Metroid, without any â-vaniaâ needed. Like Shovel Knight last year, it does a great job of both truly feeling like itâs right out of the 8-bit era while also catering a bit to more modern sensibilities. Every time you think youâve explored every corner of the map, thereâs some slight visual glitch that catches your eye.
11. Affordable Space Adventures - Now that Splatoon and Super Mario Maker are here, this is no longer *the* GamePad killer app it was when it first arrived, but that shouldnât take away from all of the clever ways ASA takes advantage of the systemâs bells and whistles. This game is mostly about balancing internal heat, reducing engine noise, selecting landing gear ... and itâs riveting.
10. Box Boy - A great example of creating simple mechanics and exploring them as completely as possible. Intelligent Systems takes a basic concept - youâre a walking box that can create extensions of yourself - and then finds all the permutations of that across 20+ worlds. A minimalist wonder.
9. Yoshi's Woolly World - Iâve only been waiting for this game for about 20 years! The original Yoshiâs Island is my *all-time favorite* platformer, and Woolly World isnât quite on that level. But it more than makes up for all the cruddy Artoon rehashes weâve seen over the past decade. Even if youâre not looking under every fabric for knickknacks, the level design is very smart in how it gently encourages players to explore. Sometimes it sticks just a little too closely to the all-time greatest platformerâs blueprint, but even then, seeing these classic elements recreated in textiles, buttons and sequins is still a delight.
8. Xenoblade Chronicles X - Maybe Iâll make it to the end of this one. Maybe I wonât. Doesnât matter. Even if a 100+ hour runtime is a deal breaker for you, itâs hard to argue with the appeal of XCXâs scope. When it dawns on you that those hanging mountains and floating islands in the sky arenât just background, but actual places youâll get to explore someday, the sense of awe is unparalleled. You really are a pioneer in this world. And weâve come a long way from the blurry fields of its predecessor. Original Xenoblade still looks totally fine, but XCX environments truly feel alien; any given screenshot looks like Yes album art.
7. Yo-kai Watch - I love PokĂŠmon, but I donât think the mainline games have surprised me since Gold/Silver. Thatâs why Yo-kai Watch is so exciting. The interconnected, still-pretty-Japanese town is more fully realized than any of the regions in its inspiration, and the dumpy collection of spirits have the same weird charm that the original 151 had so many years ago.
6. Bloodborne - Iâve gone from hating this game, to loving it, to hating, to loving it, etc. etc. At least in *recent* memory, this is the most punishing, unforgiving game Iâve ever played. But itâs not unfair. Not only can one conquer Bloodborne, but once youâve mastered the parrying, charged strikes and other techniques, youâll be able to hold your own against foes way above your weight class. Iâm not sure if Iâm ready for Dark Souls 3Â next year, but Iâm glad I finally gave one of Miyazakiâs gauntlets a try.
5. Monster Hunter 4 - A Monster Hunter game that finally clicked for me! Itâs not even that MH4 is that different from 3, but it tweaks the various inventories and mechanics just enough to make the experience much friendlier to rookie hunters. Itâs inherently repetitive, which I can see being a turnoff, but the huge roster of bosses kept me hooked for many hours.
4. Splatoon - This, more than anything else, is the type of game I want to see from Nintendo on the NX. Not in terms of characters or genre, but in terms of pure rebellious spirit. Splatoon completely reinvents the shooter, to the point that it barely even qualifies as one. You may be firing (squirt) guns, but the properties of the ink, and how you claim territory, mean that even a less aggressive player can be an MVP. And lord knows that Iâm no expert on âcool,â but I donât think that wordâs been more applicable to a game since Jet Set Radio. Easily my favorite multiplayer experience this year.
3. Metal Gear Solid V: The Phantom Pain - After the excessive exposition dumps in Guns of the Patriots and the overwrought, uncomfortable story bits in Ground Zeroes, I was honestly ready to write off The Phantom Pain. And while I do think the story and overall campaign are severely compromised - either because of budget constraints, or behind-the-scenes shakeups - the overall experience is still a masterpiece. Given that the world is so open, I was worried that stealth would be even harder to maintain, but in reality, itâs the opposite; I can finally play Metal Gear the way Kojima intended it to be played. No more awkward crouching. No more awkward wall hugging. No more guns aâblazing, unless I feel like it. The game is so much more responsive than I would have ever dreamed. And even if the story falls flat, there are enough flaming whales and Fulton recovery launches to keep the seriesâ silly spirit alive for this final (?) outing.
2. Undertale - A quirky RPG that owes a lot to Earthbound, but manages to find its own voice early on. Undertale does so many things well. Itâs constantly subversive, even when you think youâve learned all its tricks. Itâs marvelously paced, with battles that never, ever grow tedious. Most importantly, it has more heart, warmth and compassion than any other game I played this year. Like Mother 3, Undertale feels epic while keeping the setting intimate. Even if parts of the game look like they could have been programmed on the ZX Spectrum, the overall creation is a world the feels teeming with life and secrets to discover.
1. Super Mario Maker - This spot *must* go to Super Mario Maker, a game that has captured my imagination like no other this year. The level sorting - SMMâs lone weak spot - isnât perfect, but every time I visit Course World, I manage to find something unexpected. Itâs more than just âinfinite Mario.â Iâve seen so many carefully timed puzzle rooms and enemy combinations that are unlike anything EAD has ever dreamed up.
Crucially, itâs actually fun to create levels too! Itâs true that most amateur designers wonât necessarily understand the balancing and gradual progression that goes into the best levels, but nearly everyone understands the fundamentals of Mario. All you need to do is drop in a few platforms, sprinkle in some power-ups, and suddenly you have something thatâs fun. And personally speaking, Iâm constantly inspired by the community to find new ways to build on this basic foundation.
I really hope Nintendo continues to expand this concept, whether itâs through software updates or even a port/sequel on its next console. Itâs too strong to be left behind on a single, struggling platform.
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WHOA, a new batch of Mario Maker levels from yours truly! Feeling recharged after the checkpoint update, and maybe weâll have even more to work with after the Nintendo Direct on Thursday. As always, eager to hear your feedback, either here or on Miiverse.
Undergrowth: 6DBA-0000-00E2-5956
Mr. Plow: 0F8E-0000-00E2-5FBC
Dog Walkin': 8C8D-0000-00D6-D765
At last, my Game Boy Camera photos have been released from their cartridge prison. So thrilled with with my new BitBoy: http://gameboyphoto.bigcartel.com/
UNICEF has partnered with Target to extend the UNICEF Kid Power program, which challenges kids to be more active and provide food for malnourished children.
UNICEF Kid Power is nearly here! Not exactly a game, but certainly game-like, and itâs a great way to encourage kids to get active and do good at the same time. I donât talk much about work stuff here, but this is one of the coolest things weâve got going. Hope everyone checks it out!
You wouldnât think a game with Minecraft in its title would have trouble finding an audience, but Minecraft: Story Mode strikes me as a tremendous risk. The first episode launches in just a moment, and the reaction to it should be very interesting; are the kids who spend countless hours building towns together and exploring the depths of randomly generated worlds going to embrace a choose-your-own-adventure story?
If the game doesnât catch on, it wonât be because itâs a quick cash-in. A buddy of mine who works at Telltale - thanks @kenjisalk! - invited me to check it out last week, and the opening hour played like a very thoughtful merging of their signature branching narratives and the blocky charms of Minecraft proper. Because there arenât any existing characters - Steve doesnât count! - I think the writers have a bit more freedom than theyâve had with The Walking Dead or Game of Thrones, and the first hour suggests that thereâs a colorful, intricate world in place. And while you canât build any large-scale structures, there are occasional moments when the crafting bench comes into play.
So all of that seems promising, but is it what Minecraft players want? Are children, presumably the primary audience, going to âgetâ what Telltale is trying to do, or is it going to feel like a bait-and-switch? Are players who have spent years creating their own âstoriesâ in Minecraft going to take to a more traditional narrative, or is it going to be seen as a betrayal of some kind? (Story Mode isnât being sold as THE mythology of the franchise, but I could see some confusing it as such.) I personally have no idea what to expect.
The funny thing is that this seems to be exactly what Iâm personally looking for in a Minecraft experience. Iâve always admired what the game represents. Back when I was a grade school teacher, I loved to hear about the elaborate castles and forts my students were working on. The industry could certainly use more of its positivity. But then I try to play it, and that free-form design just does not appeal to me. I need just a bit more structure in place, given how limited my time is these days. So Story Mode seems like a great way to tour the world and get to know the Creepers and zombies and such, even if itâs a lot less hands-on than the flagship game. I donât know if the fans will flock to it, but maybe thereâs some chance for crossover appeal. Hoping for the best for everyone involved.
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The notion of transmitting video game data via trading cards may seem strange, but with Amiibo Cards are simply another instance of Nintendo repurposing an old idea.
Whatâs especially amusing to me is that many of the new amiibo cards look pretty much identical to their e-Reader equivalents. New backgrounds, new fonts, slightly different poses, but Nintendoâs essentially selling the same darn thing a decade later. (I already have a ton of both now.)
Also, finding Animal Crossing: Happy Home Designer to be much more captivating than I was expecting. Itâs a very Zen garden take on interior decorating.
Please please PLEASE play Undertale! I canât put into words how important this game is. Itâs one of the most lovely, genuine experiences Iâve ever had. Plus, thereâs so many more friends for you to meetâŚ
The more I read about this one, the more it sounds like a potential all-timer. Hope I fall in love with Undertale, too. Prioritizing it as soon as I wrap up Metal Gear Solid V.
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Between work demands and actual, honest-to-goodness vacation, I havenât had quite as much time to write about games as much as Iâd like. And even if did, this blog would probably just be Super Mario Maker level codes and screenshots of me Fulton-recovering bears in Metal Gear Solid V. (More of both are on the way, regardless.) But before those two juggernauts came to dominate my television screen, I did carve out some time to finish up two oldies I started playing on my Vita forever ago.
Metal Gear Solid: Peace Walker - It only took five years and plenty of time with The Phantom Pain to finally figure out what was going on here. I liked the bite-sized missions, but the base management felt more like a chore and the stiff PSP aiming controls made rudimentary tasks a real pain. But starting V and skipping over what was by most accounts a high point in the series didnât feel right to me, so I found myself revisiting Peace Walker on the Vita.
Peace Walker is the middle ground between the self-indulgent, story-driven style that came before (which I still mostly love) and the gameplay-first mentality of the most recent game. Frankly, that feels like the perfect balance to me. As goofy as the story is - Snake confronting an A.I. of his original mentor, with all the overwrought dialogue youâd expect - it serves as the backbone to the whole package. As much as I love V, I could skip the ending entirely and still come away satisfied, but itâs nice to have some real motivation beyond leveling up your base and finding new ways to tranquilize guards.
Even with more emphasis on story, Peace Walker is not nearly as linear as its predecessors. Thereâs so much to see and do within the game, even within individual missions. Recruiting soldiers, recovering blueprints, rescuing hostages - itâs cool to see the foundation for what would come later being laid down on a handheld system. (And for the record, I never gave the HD remake much consideration. I suppose remapping buttons to the Vitaâs second stick is a small cheat, but I still wanted to play Peace Walker as Kojima and team originally envisioned.)
I canât imagine that anyone wants to jump through the Ad-hoc Party hoops required, but Iâd be up for co-op sneaking if youâre interested!
Final Fantasy IX - Peace Walker might not qualify as retro, but this one does. I donât know what originally inspired me to finally check this one out. Maybe it was hearing its gorgeous soundtrack in Theatrhythm, or it was a botched Radiant Historia save that cost me hours of progress and left me looking for a new JRPG to play. Maybe it was just wanting the two gigabytes on my memory card back. Whatever the reason, itâs done. Credits have rolled. Hooray.
I do enjoy the series, especially the PS2 and SNES entries, but both VII and VIII have always left me cold. The industrial, futuristic setting has its appeal, but the characters are so angst-ridden and the stories so self-serious that I just have never been able to fully embrace them. But IX ditches most of that. Even though both Zidane and Vivi spend the journey searching for meaning, and have pretty similar âtragic backstories,â the game spends very little time wallowing. Battles are probably a bit slower than Iâd have liked, but the pacing is surprisingly brisk. I donât think thereâs a single dungeon or town in the game that lasts more than a dozen screens.
I was actually quite surprised by how modern Final Fantasy IX feels. The pre-rendered graphics were produced at the tail-end of the PSoneâs lifespan, and so those hold up much better than some of Squaresoftâs other efforts from that era. But more importantly, the cross-cutting stories do a wonderful job of creating a sense of place and urgency. There are multiple sequences where youâre checking in on Zidane, Dagger and the supporting theater troop, only to have them come together just in time for a major showdown. One party might be on an airship listening to the queenâs evil plan, while the other might be plotting a prison break that leads them to a transporter where everyone is finally reunited. That might not sound exciting, but itâs thrilling in practice. IX may have been developed as a throwback, or at least a rumination on where the series had started, but I think it deserves some credit for being fairly forward-thinking too.
Huzzah! Still figuring out the tools, and getting a sense of what works and what doesnât, but Iâm pretty pleased with these two. Give âem a play and let me know what you think! Also, donât forget to follow me once you do - I plan on cranking out a level or two once a week.
Hotel Mario: 3EB1-0000-0018-B32A
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*As you can see, Miiverse screen grabs arenât really going to cut it. What are the best means of capturing gameplay - screens and video, ideally - off of my Wii U?