Top 10 Games of 2019
This was an extremely good year for games. I donât know if I played as many that will stick with me as I did last year, but the ones on the bottom half of this list in particular constitute some of my favorite games of the decade, and probably all-time. If Iâve got a gaming-related resolution for next year, itâs to put my playtime into supporting even smaller indie devs. My absolute favorite experiences in games this year came from seemingly out of nowhere games from teams Iâve previously never heard of before. That said, there are some big games coming up in spring I doubt Iâll be able to keep myself away from. Some quick notes/shoutouts before I get started:
-The game I put maybe the most time into this year was Final Fantasy XIV: A Realm Reborn. I finally made the plunge into neverending FF MMO content, and Iâm as happy as I am overwhelmed. This was a big year for the game, between the release of the Shadowbringers expansion and the Nier: Automata raid, and it very well may have made it onto my list if I had managed to actually get to any of it. At the time of this writing, though, Iâve only just finished 2015âs Heavensward, so Iâve got...a long way to go.Â
-One quick shoutout to the Phoenix Wright: Ace Attorney Trilogy that came out on Switch this year, a remaster of some DS classics I never played. An absolutely delightful visual novel series that I fell in love with throughout this year.
-I originally included a couple games currently in early access that Iâve enjoyed immensely. I removed them not because of arbitrary rules about what technically âcame outâ this year, but just to make room for some other games I liked, out of the assumption that Iâll still love these games in their 1.0 formats when theyâre released next year to include them on my 2020 list. So shoutout to Hades, probably the best rogue-like/lite/whatever Iâve ever played, and Spin Rhythm XD, which reignited my love for rhythm games.
-Disco Elysium isnât on this list, because Iâve played about an hour of it and havenât yet been hooked by it. But Iâve heard enough about it to be convinced that it is 1000% a game for me and something I need to get to immediately. They shouted out Marx and Engels at the Game Awards! They look so cool! I want to be their friend! And hopefully, a few weeks from now, Iâll desperately want to redact this list to squeeze this game somewhere in here.
Alright, heâs the actual list:
10. Amid Evil
The 90âs FPS renaissance continues! As opposed to last yearâs Dusk, a game I adored, this one takes its cues less from Quake and more from Heretic/Hexen, placing a greater emphasis on melee combat and magic-fuelled projectiles than more traditional weapons. Also, rather than that gameâs intentionally ugly aesthetic, this one opts for graphics that at times feel lush, detailed, and pretty, while still probably mostly fitting the description of lo-fi. In fact, they just added RTX to the game, something Iâm extremely curious to check out. This game continued to fuel my excitement about the possibilities of embracing out-of-style gameplay mechanics to discover new and fresh possibilities from a genre Iâve never been able to stop yearning for more of.
9. Ape Out
If this were a âcoolest gamesâ list, Ape Out would win it, easily. Itâs a simple game whose mechanics donât particularly evolve throughout the course of its handful of hours, but it leaves a hell of an impression with its minimalist cut-out graphics, stylish title cards, and percussive soundtrack. Smashing guards into each other and walls and causing them to shoot each other in a mad-dash for the exit is a fun as hell take on Hotline Miami-esque top down hyper violence, even if itâs a thin enough concept that it starts to feel a bit old before the end of the game.
8. Fire Emblem: Three Houses
I had a lot of problems with this game, probably most stemming from just how damn long it is - I still havenât finished my first, and likely only, playthrough. This length seems to have motivated the developers to make battles more simple and easy, and to be fair, I would get frustrated if I were getting stuck on individual battles if I couldnât stop thinking about how much longer I have to go, but as it is, Iâve just found them to be mostly boring. This is particularly problematic for a game that seems to require you to play through it at least...three times to really get the full picture? I couldnât help but admire everything this game got right, though, and that mostly comes down to building a massive cast of extremely well realized and likable characters whose complex relationships with each other and with the structures they pledge loyalty to fuels harrowing drama once the plot really sets into motion. Thereâs a reason no other game inspired such a deluge of memes and fan fiction and art into my Twitter feed this year. Itâs an impressive feat to convince every player theyâve unquestionably picked the right house and defend their problem children till the bitter end. After the success of this game, Iâd love to see what this team can do next with a narrower focus and a bigger budget.
7. Resident Evil 2
Itâs been a long time since I played the original Resident Evil 2, but I still consider it to be one of my favorite games of all time. I was highly skeptical of this remake at first, holding my stubborn ground that changing the fixed camera to a RE4-style behind the back perspective would turn this game more into an action game and less of a survival horror game where feeling a lack of control is part of the experience. I was pleasantly surprised to find how much they were able to modernize this game while maintaining its original feel and atmosphere. The fumbly, drifting aim-down sights effectively sell the feeling of being a rookie scared out of your wits. Being chased by Mr. X is wildly anxiety-inducing. But even more surprisingly, perhaps the greatest upgrade this game received was its map, which does you the generous service of actually marking down automatically where puzzles and items are, which rooms youâve yet to enter, which ones youâve searched entirely, and which ones still have more to discover. Arguably, this disrupts the feeling of being lost in a labyrinthine space that the original inspired, but in practice, itâs a remarkably satisfying and addicting video game system to engage with.
6. Judgment
No big surprise here - Ryu ga Gotoku put out another Yakuza-style game set in Kamurocho, and once again, itâs sitting somewhere on my top 10. This time, they finally put Kazuma Kiryuâs story to bed and focused on a new protagonist, down on his luck lawyer-turned-detective Takayuki Yagami. The new direction doesnât always pay off - the added mechanics of following and chasing suspects gets a bit tedious. The game makes up for it, though, by absolutely nailing a fun, engrossing J-Drama of a plot entirely divorced from the Yakuza lore. The narrative takes several head-spinning turns through its several dozen hours, and they all feel earned, with a fresh sense of focus. The side stories in this one do even more to make you feel connected to the community of Kamurocho by befriending people from across the neighborhood. Iâd love to see this team take even bigger swings in the future - and from what Iâve seen from Yakuza 7, that seems exactly like what theyâre doing - but even if this game shares maybe a bit too much DNA with its predecessors, itâs hard to complain when the writing and acting are this enjoyable.
5. Control
Control feels like the kind of game that almost never gets made anymore. Itâs a AAA game that isnât connected to any larger franchises and doesnât demand your attention for longer than a dozen hours. It doesnât shoehorn needless RPG or MMO mechanics into its third-person action game formula to hold your attention. It introduces a wildly clever idea, tells a concise story with it, and then its over. And thereâs something so refreshing about all of that. The setting of The Oldest House has a lot to do with it. I think it stands toe-to-toe with Rapture or Black Mesa as an instantly iconic game world. Its aesthetic blend of paranormal horror and banal government bureaucracy gripped my inner X-Files fan instantly, and kept him satisfied not only with its central characters and mystery but with a generous bounty of redacted documents full of worldbuilding both spine-tingling and hilarious. More will undoubtedly come from this game, in the form of DLC and possibly even more, with the way it ties itself into other Remedy universes, and as much as I expect I will love it, the refreshing experience this base game offered me likely canât be beat.
4. Anodyne 2
I awaited Sean Han Tani and Marina Kittakaâs new game more anxiously than almost any game that came out this year, despite never having played the first one, exclusively on my love for last yearâs singular All Our Asias and the promise that this game would greatly expand on that oneâs Saturn/PS1-esque early 3D graphics and personal, heartfelt storytelling. Not only was I not disappointed, I was regularly pleasantly surprised by the depth of narrative and themes the game navigates. This game takes the âlegendary heroâ tropes of a Zelda game and flips them to tell a story about the importance of community and taking care of loved ones over duty to governments or organizations. The dungeons that similarly reflect a Link to the Past-era Zelda game reduce the maps to bite-sized, funny, clever designs that ask you to internalize unique mechanics that result in affecting conclusions. Plus, itâs gorgeously idiosyncratic in its blend of 3D and 2D environments and its pretty but off-kilter score. Itâs hard to believe something this full and well realized came from two people.Â
3. Eliza
Eliza is a work of dystopian fiction so closely resembling the state of the world in 2019 itâs hard to even want to call it sci-fi. As a proxy for the Eliza app, you speak the words of an AI therapist that offers meager, generic suggestions as a catch-all for desperate people facing any number of the nightmares of our time. The first session you get is a man reckoning with the state the world is in - weâve only got a few more years left to save ourselves from impending climate crisis, destructive development is rendering cities unlivable for anyone but the super-rich, and the people who hold all the power are just making it all worse. The only thing you offer to him is to use a meditation app and take some medication. It doesnât take long for you to realize that this whole structure is much less about helping struggling people and more about mining personal data.
Thereâs much more to this story than the grim state of mental health under late capitalism, though. Itâs revealed that Evelyn, the character you play as, has a much closer history with Eliza than initially evident. Throughout the game, sheâll reacquaint herself with old coworkers, including her two former bosses who have recently split and run different companies over their differing frightening visions for the future. The game offers a biting critique of the kind of tech company optimism that brings rich, eccentric men to believe they can solve the worldâs problems within the hyper-capitalist structure theyâve thrived under, and how quickly this mindset gives way to techno-fascism. Thereâs also Evelynâs former team member, Nora, who has quit the tech world in favor of being a DJ âactivist,â and her current lead Rae, a compassionate person who genuinely believes in the power of Eliza to better peopleâs lives. The writing does an excellent job of justifying everyoneâs points of view and highlighting the limits of their ideology without simplifying their sense of morality.
Why this game works so well isnât just its willingness to stare in the face of uncomfortably relevant subject matter, but its ultimately empathetic message. It offers no simple solutions to the worldâs problems, but also avoids falling into utter despair. Instead, it places measured but inspiring faith in the power of making small, meaningful impacts on the people around you, and simply trying to put some good into your world. Itâs a game both terrifying and comforting in its frank conclusions.
2. Death Stranding
For a game as willfully dumb as this one often is - that, for example, insists on giving all of its characters with self-explanatory names long monologues about how they got that name - Death Stranding was one of the most thought provoking games Iâve played in a while. Outside of its indulgent, awkwardly paced narrative, the game offers plenty of reflection on the impact the internet has had on our lives. As Sam Porter Bridges, youâre hiking across a post-apocalyptic America, reconnecting isolated cities by delivering supplies, building infrastructure, and, probably most importantly, connecting them to the Chiral Network, an internet of sorts constructed of supernatural material of nebulous origin. Through this structure, the game offers surprisingly insightful commentary about the necessity for communication, cooperation, and genuine love and care within a community.
The lonely world youâre tasked to explore, and the way youâre given blips of encouragement within the solitude through the structures and âlikesâ you give and receive through the gameâs asynchronous multiplayer system, offers some striking parallels for those of us particularly âonlineâ people who feel simultaneous desperation for human contact and aversion to social pressures. Iâve heard the themes of this game described as âincoherentâ due to the way it seems to view the internet both as a powerful tool to connect people and a means by which people become isolated and alienated, but are both of these statements not completely true to reality? The game simplifies some of its conclusions - Kojima seems particularly ignorant of Americaâs deep structural inequities and abuses that lead to a culture of isolation and alienation. And yet, the questions it asks are provocative enough that they compelled me to keep thinking about them far longer than the answers it offers.
Beyond the surprisingly rich thematic content, this game is mostly just a joy to play. Death Stranding builds kinetic drama out of the typically rote parts of games. Moving from point A to point B has become an increasingly tedious chore in the majority of AAA open world games, but this is a game built almost entirely out of moving from point A to point B, and it makes it thrilling. The simple act of walking down a hill while trying to balance a heavy load on your back and avoiding rocks and other obstacles fulfills the promise of the term âwalking simulatorâ in a far more interesting way than most games given that descriptor. The game consistently doles out new ways to navigate terrain, which peaked for me about two thirds of the way through the game when, after spending hours setting up a network of zip lines, a delivery offered me the opportunity to utilize the entire thing in a wildly satisfying journey from one end of the map to another. It was the gaming moment of the year.
1. Outer Wilds
The first time the sun exploded in my Outer Wilds playthrough, I was probably about to die anyway. I had fallen through a black hole, and had yet to figure out how to recover from that, so I was drifting listlessly through space with diminishing oxygen as the synths started to pick up and I watched the sun fall in on itself and then expand throughout the solar system as my vision went went. The moment gave me chills, not because I wasnât already doomed anyway, but because I couldnât help but think about my neighbors that I had left behind to explore space. I hadnât known that mere minutes after I left the atmosphere the solar system would be obliterated, but I was at least able to watch as it happened. They probably had no idea what happened. Suddenly their lives and their planet and everything they had known were just...gone. And then I woke up, with the campfire burning in front of me, and everyone looking just as I had left it. And I became obsessed with figuring out how to stop that from happening again.Â
What surprised me is that every time the sun exploded, it never failed to produce those chills I felt the first time. This game is masterful in its art, sound, and music design that manages to produce feelings so intense from an aesthetic so quaint. Tracking down fellow explorers by following the sound of their harmonica or acoustic guitar. Exploring space in a rickety vessel held together by wood and tape. Translating logs of conversations of an ancient alien race and finding the subject matter of discussion to be about small interpersonal drama as often as it is revelatory secrets of the universe. All of the potentially twee aspects of the game are balanced out by an innate sense of danger and terror that comes from exploring space and strange worlds alone. At times, the game dips into pure horror, making other aspects of the presentation all the more charming by comparison. And then thereâs the clockwork machinations of the 22-minute loop you explore within, rewarding exploration and experimentation with reveals that make you feel like a genius for figuring out the puzzle at the same time that youâre stunned by the divulgence of a new piece of information.
The last few hours of the game contained a couple puzzles so obfuscated that I had to consult a guide, which admittedly lessened the impact of those reveals, but it all led to one of the most equally devastating and satisfying endings Iâve experienced in a video game recently. I really canât say enough good things about this game. Itâs not only my favorite game this year, but easily one of my favorite games of the decade, and really, of all-time, when it comes down to it.












