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GAF Games of the Year 2015 - Voting Thread [LAST DAY FOR VOTING]

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Papercuts

fired zero bullets in the orphanage.
Here’s a weird ass list for a weird ass year. Going to make my post the same as last year, breaking the format and making a proper list after it all.

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X. Star Wars: Battlefront
EA DICE | PS4, XB1, PC
Out of all the games I’ve ever had on my game of the year lists, the resurrection of Battlefront may very well be the sketchiest inclusion yet. To put it bluntly, this game is prettttty fucked up. The balance is all over the place in just about every mode—anything from Fighter Squadron’s huge Rebel swing as the A-wing totally dominates the Empire fleet, to the DL-44 being one of the most outrageous weapons I’ve seen in a game. You will encounter some form of bullshit around nearly every corner here, as well as abuse a lot of it yourself. But beneath all of that, the game really is a hell of a lot of fun to just pick up and play. Get in a party with a friend, match up and just talk about whatever as you gun down Luke across the snowy trenches of Hoth. Yelling out ‘do it’ as you psycho crusher your way through Endor as Palpatine. The less serious you take everything, the more fun the game will be.

As a Star Wars game, it’s worth mentioning that this might be the most stunning audio/visual combination I’ve seen in a game. The attention to detail and authenticity of the assets here are insane, especially running at an unwavering 60fps, which allows the game flow to feel good while looking just as solid. Thermal Imploders create an intensely vibrating explosion that never gets old, and the tried and true blaster soundes echoing across the landscapes sound just as you’d expect, to say nothing of the sight you behold as you see twenty people simultaneously fire their laser blasters at an AT-AT.

Out of all the modes available here, Heroes Vs. Villains seemed the most solid. A smaller 6v6 mode where 3 people would each be given a character—Luke, Leia and Han Solo pitted against Darth Vader, Palpatine, and Boba. Once a main character goes down, they’re out for the round, though players will continuously spawn in as foot soldiers(or a special trooper if Leia/Palpatine are still alive). Though even here I wouldn’t say the balance is ideal (Leia is RIDICULOUS), the matches and comebacks that can occur are pretty thrilling, and actual teamwork goes a long way. The rest is fairly standard fare with deathmatch, capture droids, etc. which will hardly set the world on fire but are still entertaining. But as alluded to before, these smaller modes get dominated by the DL-44, a pistol capable of one-two shotting you all over the place, and when there are loadout options like Scan Pulse which is essentially a wallhack ping, you will get the drop on any and everyone. Worse, yet, is that Battlefront suffers from the age old multiplayer design that has infested and dragged everything down with a slow burn of unlocks tied to arbitrary XP, and this particular gun is the last one you end up unlocking...so that’s more than a little DICEy.

Onto the mainstay for most people, we have the large modes in Supremacy and Walker Assault, which fall more into my first paragraph. People will be perched on ridiculous ledges sniping you, or be in the AT-AT to mow you down as you spawn, or camping as Boba Fett to go 70-1. There is so much happening here that it all becomes a cacophony of nonsense, which actually almost becomes part of the appeal. I start hunting for the most ridiculous spots to one up the other people in the game, using the most scumbag loadout possible. One positive aspect to all this madness is there really are a lot of trailer-esque moments, such as an X-wing crashing into the ground right beside you as you run under an AT-ST lobbing bombs down on rebels. You really feel like part of a grander battle through these modes, though even with that in mind the majority of my time wasn’t spent in these kind of modes as they amount of chaos can be hard to keep up with for long.

All in all, that might not sound great. But before I knew it, I was approaching the level cap and had way more hours than I realized logged in here, so something had to have been done right. Even if it’s elevated by using the Star Wars property moreso than simply being a well-crafted MP game, it can be very hard to disconnect the two and in the end the fun I’ve had was still totally real, even if it might be due to being a scumbag IRL.​
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IX. Batman: Arkham Knight
Rocksteady Studios | PS4, XB1, PC
Note: Unmarked Spoilers
Next, we have Rocksteady’s latest(final?) entry into the Arkham series with Arkham Knight. Into the never ending rainstorm that is Gotham, we have a general expectation on what’s going on as this entry plays out very similarly to City--grapple glide around, take down side villains, eventually trek towards that main story, and collect roughly three shitloads of riddler trophies.

The core of the game remains intact, bringing back the simple to grasp brawling that oh so many games have fullblown taken for themselves now, with predator sections pacing up the bone breaking. Added to the mix is the Batmobile, which as the new kid on the block is unsurprisingly used probably far more than most people would want—riddler puzzles, riddler races, combat, and even its own variant of predator chases are all here and accounted for. Like all things in life, moderation is key, but there’s not as much of a balance between these elements which the other games did well. Particularly in the late game, there is a huge focus on way too much batmobile-ing and even if I find most of the stand alone aspects to be fine, it’s simply not as fun or finely tuned as the other segments. The freeflow melee combat has a nice complexity when it comes to full combos and not being hit, and predator challenges always give you a plethora of gadgets to mess with AI, while the batmobile counterparts are just…standard, I guess? Combat here becomes more grid based as the movement becomes free ranged to side boost out of clearly shown attack lines from enemy vehicles, which basically means the combat is zigzagging to safe zones while you line your reticule up. Many of these fights play out the exact same way and feel like you’re going through the motions, even if they’re alright. The stealth segments are a bigger offender as they’re super simplistic vison cone avoiding as you maneuver behind a tank to shoot in it’s videogamey weak point. When they then stack this stealth sequence into a BOSS BATTLE I kind of wanted to die on the inside. Special shoutout to the VR challenges, which also have more batmobile focused challenges than pure combat/predator ones…they even have you fight Deathstroke in a TANK after he continuously taunts and talks about fighting you hand to hand. Rocksteady pls. It’s not all bad, though, as there are some genuinely clever uses of the mobile for puzzles, such as grapping and reversing down a wall to repel the car down, or some of the remote controlled uses to reposition it and allow Batman to further progress. The other highlight are the actual high speed takedowns, which go figure are by far the least used aspect of the batmobile, sticking mainly to side mission APC takedowns. These high speed chases look great and feel brutal when the slowmotion takedowns kick in, along with you ripping through fences and going off ramps.

The plotline of Arkham Knight has similar highs and lows. The surprising high for me is the usage of Joker, who was kept under wraps prerelease but is used in an incredibly clever fashion for the entirety of the game. Mark Hamill knocked it out of the park with his delivery this time, and I’m saying that as someone who was pretty sick of them always hinging the plot onto the Joker. He manages to have a more deserved presence and gives a ton of charm when he gives his input on scenes that just happened, belittling you and laughing the entire time. The low is, well, the namesake of the game itself…the Knight himself falls extremely flat due to the setup of the series. They had to introduce and familiarize players with Jason Todd, and do so in a way that literally beats you over the head hard enough to get a concussion, as otherwise the unmasking would be a “who?” from people not keen on the Batman universe. He felt more like a villain they decided they wanted after it was too late to really work well, as they didn’t plant the villain seed properly in City. But even with this in mind, his motivations and the lengths he goes to reiterate that he is here to kill Batman all just go away after a wonky boss fight where they share about two lines, showing up again at the end to save Batman from Scarecrow. Alright then.

Luckily, the game is still an Arkham game at heart, and that’s enough to still stand out above most games at the end of the year. Rocksteady still nailed the feel of Batman, and I want to give special note to the camerawork in this game. The Joker usage and general element of messing with your mind is done EXTREMELY well here. Joker will pop up in very natural ways, and even in the main city small things such as posters will warp into messed up versions once they’re out of view, and the entire ending sequence where you start to play as Joker and even flip to an FPS get pretty nuts. They even frame a handful of jump scares as you move around the city that catch the player off guard due to how naturally they appear. This mixed in with the already gorgeous looking game make for a game with some damn good production values. It’s not the smoothest conclusion to Rocksteady’s series, but it’s still a solid entry to a great franchise.
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VIII. SOMA
Frictional Games | PS4, PC
Considering I jumped into this without having a clue on what the game was about, I came away pleasantly surprised by SOMA. Coming from the company that brought us Amnesia, I mainly went in expecting a horror game where I would run away and hide from various creatures that want to kill me. While that happens(to a pretty minor extent in the end), this is much more psychologically driven and in many cases done through pure atmosphere. The real horror of SOMA is conveyed by a fantastically realized environment, and the chilling tale it tells.

Starting off in a little apartment in the shoes of Simon, you’re left to get acquainted to the simple mechanics at play…which is to say, you can walk around and examine stuff in the environment, and that’s basically it. Through here there are nuggets of detail that can be picked up on about Simon; primarily the fact that he was in a car crash and had severe brain damage, which follows up to his doctor’s appointment where he agreed to an experiment. While getting a scan done, there’s a flash and suddenly you’re propelled into PATHOS-II, a strange underwater facility where no human life seems to be present. What is found, however, are a few robots that seem to think they’re human, and some hostile lifeforms. From this point on, the game delves into many different themes ranging from human consciousness to what it really means to be alive, introducing a few characters that you start to grow attached to in this facility that feels frozen in time.

The most traditional part of SOMA would be the enemy encounters, which play out as combatless cat and mouse segments. Weirdly enough these are the weakest parts of the game—moving from point A to B while avoiding the sp00ky enemy in the center that will chase you. Sometimes these just felt out of place or as if they existed just to really call this a horror game, but they tend to fall flat and I found myself just wanting to get these parts over with to see what would happen next in the actual story. SOMA is not going to appeal to someone who wants to be running away from a bunch of enemies and trying to really survive either way, as these sections aren’t all that numerous through the game, so if that’s all someone wants to play a game for, they’ll surely be bored before seeing much of it.

Beyond this you’re generally just exploring the areas, with audiologs, environmental puzzles, and terminals abound. There is a plethora of interesting characters and backstory to read up on as you try to rattle together what happened here and how you ended up mixed into it all. PATHOS itself is split into multiple separate bases, so you will frequently head out into the ocean floor to get to the different subsections. These moments are much slower burns, where the atmosphere is given time to really shine. One of these sections in particular take you to the floor of the ocean, and what entails is, simply put, one of the most unnerving experiences I’ve ever had from a videogame.

What really stood out for me is the lasting impression SOMA leaves once it’s all over. The ending is something you can both see coming a mile away yet is executed perfectly, that it made me just sit there through the credits without saying a word. I’ve been thinking about the game long after being done with it, which for a story heavy game says it all.
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VII. Evolve
Turtle Rock Studios | XB1, PS4, PC
When it comes to multiplayer, few series sunk their teeth in me quite like Left 4 Dead. It took a simple concept and made it work—co-op, zombie hordes, and the incredibly fun versus mode that put you in control of the special zombies. Countless nights were spent mastering the maps and various tricks in the zombie’s arsenal, which had me excited for Turtle Rock’s next multiplayer undertaking with Evolve. Asymmetrical hunter team versus a player controlled boss monster makes for one hell of a pitch, and I love what they did with it.

Hunters are split into 4 classes—Assault, Medic, Trapper, and Support. Each class has 3 characters with a different loadout that share one ability. Every Assault character come with a personal shield that makes them invulnerable to damage, every Medic has an AoE heal burst, every Trapper has a throwable dome that puts an impassable wall down to block the monster in, and every Support has an AoE cloak to sneak around. While most of these are tried and true archetypes, the alternate characters different loadout dramatically impact how a class is played. For example, one medic uses a grenade launcher that can swap ammo between healing rounds and incendiary rounds, along with an AoE speedburst to keep the team on a monster’s trail. Another medic has no healing at all beyond the class-based burst heal, but a cloak system and a glove to revive people from death. Crazy stuff like this means I actually enjoyed playing all the classes, even if I traditionally never care for the pure damage dealer or heal class.

The Monster, instead of a static loadout, levels up through a match as it evolves. Maps take place in a fairly large environment littered with wildlife to eat, both passive and hostile. As the monster eats, it’ll get closer to being able to evolve and then ideally finds a place out of sight to cocoon and grow larger. Each monster has 4 main abilities but points can all be dumped into single abilities to make them super powerful early on, though you won’t have nearly as many options in combat. Eating also provides armor, which is important as the health does not regen on the monster. Getting caught and hurt badly early on will forever impact the rest of the match; despite gaining a large new chunk of health upon leveling up, that lost HP will remain missing. Evolving also sheds armor, so getting caught while doing it can be game ending. There’s a lot of risk/reward being thrown around, and the core setup is so the level 1 monster is weaker than the hunters, 2 is on par, and 3(the max) is stronger.

But what do you do? Evolve is split into 2 main modes in Hunt and Evacuation. Hunt is the primary mode and what the game is balanced around, the monster has a headstart to begin eating while the hunters drop in from a ship. The hunters must simply hunt, while the monster either needs to kill them or evolve to the max state to get an objective to destroy on the map which the hunters will try to defend. Worst case the match goes to a timer that favors the hunters, so the monster can’t just hide and win. Evacuation is a more for fun mode that spawns multiple days and has other modes like Nest and Rescue, which task the Hunters to destroy monster eggs or pick up and bring civilians to a dropship while the monster roams around. These both favor one side pretty heavily, and the winner will impact the next match in some way(like a laser grid that cuts a map in half making the monster not able to move around as well). The mode ends with Defend, where the monster starts maxed out and tries to get through three generators while minions spawn in on a timer. These are hectic and fun, but as mentioned, aren’t very balanced so they aren’t really there to hold attention very long.

On a basic level, that’s a lot to take in. One unavoidable side effect of the game structure is that it is a bad idea to try to solo play this. This is at its very core a team based game, and you NEED communication to really accomplish anything. Even one member of the hunter team being bad or uncooperative can make a match a blowout, as there’s a lot of room for someone to just separate from the team, get caught in a plant trap and die as nobody can afford to go get them(and the monster can take advantage of this disorganization). Playing as the monster is ideally what you do if you just want to play alone, but it’s not going to be everyone’s cup of tea. At its best, though, Evolve is fucking amazing—playing the Monster against a good full squad of teammates is a thrill in ways other multiplayer games can’t even touch. Seeing them right on your tail and trying to figure out how to maneuver the map, who to target in a fight, etc. are just a few things that need to be racing through your mind. As the hunter there’s a lot of pressure in every role, especially as the Trapper, who almost singlehandedly dictates the pace of the match. If you have a Trapper running in circles following footsteps, he is never going to actually find and trap the monster. If you have one that actually is using the map to his advantage and is trying to cut off where the monster will be, you will have a real match. Again, it’s unavoidable with how the game is setup, but it’s something that has to be kept in mind either way.

The biggest failings of Evolve are sadly more of the middling corporate variety. Since launch there have been 6 more hunters and two more monsters, and a lot of people were naturally turned off over the very high asking price of these. This is a game that had a single monster locked as a preorder bonus and charged $15 standalone for it. While they have kept their word in not splitting the community and have released free maps, a free mode, and alternate loadouts for the characters on top of balance patches, in a competitive environment you still really need to have access to other hunters to be able to fill team roles and adjust to the meta. The monster is less important to have, but the pricing is still hard to swallow. Aside from that, the Wraith monster at launch was a goddamn nuisance. Framed as a sneakier assassin character, matches would constantly come down to the timer as it was way too effective at escaping a good trapper, and was a pain in the ass to actively fight due to out of whack damage output. It took them way too long to actually balance this thing for my liking.

The rigid focus on needing real teamwork will hold it back from a casual audience, but I have a great deal of respect for the design they pulled off here. I have a soft spot for asymmetry in games, and Evolve pulls it off in a thrilling way. I genuinely hope Turtle Rock get another shot at working the kinks out with another installment.


Continued here.
 

Papercuts

fired zero bullets in the orphanage.
Continued from here.

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VI. Fallout 4
Bethesda Studios | PS4, XB1, PC
Note: Unmarked Spoilers
After a somewhat surprisingly quick turnaround from being revealed earlier this year to being outright released, we finally got another Fallout game. This is a particularly tough one to dissect as Fallout 4 manages to simultaneously have large changes from the previous game yet also feel like Bethesda’s going through the motions at the same time. This game is, simply, another Fallout game—how you feel about Bethesda’s output as a whole will generally match up to how you appreciate this game. If you’re not a fan, this game isn’t gonna reinvent the wheel.

First and foremost, combat. As anyone who played Fallout 3 would painfully recall, the feedback from actually shooting a gun would made you sad inside and out. They felt like shit and weren’t really a viable way to play through the game, but it was bolstered by VATS. Freeze time, target the head, unload a bunch of bullets, watch the slowmotion gore explode. This was the same song and dance in every single encounter, so it’s a breath of fresh air that the biggest improvements to the core experience came here. Shooting is actually totally fine! Wow! While it’s not going to compete with some of the tighter FPS games out there, this is no longer a game that actively feels bad to play, and you can finally shoot your gun and have bullets go where you expect. VATS is still present but is no longer a crutch to always rely on, and the smart shift in making the enemies still move instead of being a freeze that let you target every threat is welcomed. The other modifier is the critical system, now being a bar that fills up and is activated when you please. The cool thing about this is the critical shot will be a 100% hit, meaning you can take a miracle 1% shot and guarantee it nails its target. I personally really dug this system and specced towards it, giving me multiple critical bars I could stack up and save for a rainy day. This was a natural fit with my sniper rifle and stealth gear, letting me in the later stages of the game be a sneak attack critical monster that one shot nearly everything in the wasteland. Power Armor is also done a lot more justice in this game, instead of being equivalent to cloth you throw on, as it’s something akin to a vehicle that you have to manage(or can ignore entirely).

Coupled with not-ass shooting mechanics comes weapon crafting and loot drops. To some extent this existed in previous games as they had named weapons with set stats(Lincoln’s Repeater, the Kneecapper, etc.), but in Fallout 4 there are fullblown loot drops with special abilities. These are always carried by Legendary tier enemies marked with a star, and can range from weapons that light enemies on fire to armor that cloaks you when you stand still. I actually like what they did with these, as you encounter more of these legendary enemies as you raise the difficulty, overall making it a nice incentive for players to try and take on a higher challenge. The crafting makes it so as long as you get a weapon with a nice perk, you can modify and get it up to snuff with your other hard hitters.

The other big change is a doozy, as we now have a talking protagonist and a retooled conversation system. The main character isn’t just a clean slate, and the driving force of the main plot revolves around finding his son. On its own, I think that’s fine. I never really roleplay and put myself in as a character in these games even if I get not liking this direction, but the conversations…oof. So much is lost here and I’m not even entirely sure why it happened as NPCs always had loads of dialog. A lot of the skill checks are gone, only using charisma(which can be bypassed via clothes/drugs) for any influence. Alongside this, conversations don’t really branch off and instead you generally have multiple options saying the same time that leads the conversation on a rail. Many NPCs also can’t be reengaged into a conversation after it’s over, instead just having a simple remark while walking away. On top of that, I found more than a few cases of the game not really ‘checking’ what I should have known already properly. By this I mean after beating the game, I encountered a farm and talked to the girl inside, and she mentioned bottlecaps. I picked a response that asked what they were…despite owning a house in Diamond City and having more caps than I knew what to do with. I also once asked what ghouls were, while my ghoul companion watched behind me. Moments like that felt really odd as there is otherwise a lot of contextual dialog from companions about various areas in the game. I don’t tie all of this solely on having a voiced protagonist, but I do hope that whatever the reason was, it’s not something they continue to use going forward as I think it was a definite step down over all.

One of the bigger impacts the talking protagonist has would mostly show in the main quest, but in standard Bethesda fashion the writing can get pretty iffy and I feel it loses a ton of focus once the Institute really comes into play. Once you find your son and see he’s the leader of the Institute the story literally boils down to: Pick a faction. Kill other factions. End. There’s not much of a conclusion to be had, it just kind of…happens. After the intial meeting they don’t really deal with the impact of that being your son, or you being able to just kill him at any point all that much. It had some interesting ideas in play when you first reach Diamond City and see the paranoia people have over synths, but doesn’t really do that much more beyond that aside from frame the wasteland as being a shitty place.

Still, even with the good and the bad, there’s still the world itself. To me, this is the main strength of Bethesda games anyway, as I love just heading in a direction for a few hours and seeing what I encounter. Fallout 4 still delivers in this regard, having plenty of great places to uncover like the USS Constitution, Covenant, Pickman’s Gallery…there’s a massive world full of quirky, disturbing, and hilarious shit. Even if it makes no sense that it’s all preserved how it is over 200 years. Oftentimes random environmental stories are told as you just head into random buildings, such as the bar near Swan’s Pond that has a bunch of dead bodies and poisoned wine bottles scattered around. Displaying one final suicidal toast before the bombs fell—easy to miss, and not something that really changes much to see, but it’s one small example of the type of thing that is placed in every nook and cranny around Boston. The world itself also really impressed me when it came to the Glowing Sea; a surprisingly harrowing corner of the map that is masked in intense radiation and some of the meanest enemies in the game. Trekking through the thick green fog while a massive storm is constantly crackling and deathclaws lurk every corner actually made me want to hold my breath as I would try to get through it all. Its impact can be lessened more later due to instantaneous quicktravel, but I actually made special note to not use that specifically for this section.

To reiterate—this is still a game that is strongly Bethesda. By now, that alone will sell or turn you away from the title. These games are at the very least chock full of a lot of stuff, so much so that I can’t really even give a general overview of a lot of it. I didn’t touch settlements at all and spent over 80 hours playing the game, and I know that’s something people can get really deep into. I’m just here to roam around around around around around…
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V. Bloodborne
From Software | PS4
Diving into the latest new IP from From Software that is a not-souls-but-totally-souls game, we have Bloodborne. Heading into the gothic inspired city of Yharman, there is plently of bosses to topple and blood to shed, with the tightly designed levels and great art you’ve come to expect from this team.

One of the most immediate things that is noticed once you get into the game is the shift in style, both visually and gameplaywise, from the previous Soul games. Fuck shields, basically. More offense favored and faster paced, there’s now a dodge step, weapon transformations, guns, and with it come enemies that are more aggressive, with longer attack patterns and less idle time to just walk in a circle and backstab everything like before. Other mechanics reflect further on this, a personal favorite of mine being a grace period after being attacked that allows you to siphon lost health back if you land an attack. The window allowing this is short, but it’s the kind of wrinkle that actually adds a lot with a solid risk reward being balanced—instead of playing it patiently, you immediately lash out after an attack and expose yourself for further counterattacks, or you just eat the hit and take the HP loss. Alongside this is a slathering of blood that pours and stains your entire character the longer you stay alive, which is just a visual modifier but is immensely badass and empowering.

Meeting the mechanics headon is some stellar art design. Whether you’re heading from Yharnham to the Forbidden Woods, or warping from the Hunter’s Dream to Cainhurst castle, Bloodborne always feels oppressive, visually distinct, and cohesive simultaneously. Even more of a show stopper are the enemy designs, which got downright gnarly in the later game. Once you get midway through the Woods and see a villager lumbering about before his head blows off revealing a group of snakes swarming around, everything gets weirder from there. Cthulu monsters that viciously grab and jam a tentacle into your skull, a giant exposed brain that walks around and sings, crows with the head of a wolf…whatever the fuck those things in byrgenwyrth are, the list goes on and on. These are just normal enemies, yet they all feel deeply inspired. And that’s before you even get into the aesthetics of the bosses. I ain’t even going there, man.

Following the Dark Souls school of design, the game world is more open ended and have Lamps in place of Bonfires, though the mechanic is basically the same. Light one, sit down, respawn the enemies in the area and make a checkpoint. If you die, you return to the most recently used lamp. Simple enough. Annoyingly, unlike the original Dark Souls, there is a bigger emphasis placed on the Hunter’s Dream to serve as a hub. You can only get here via lamps, but you NEED to go here to level up, access stores, etc. This actually impacts the game flow quite a bit as it doubles up with load times that were particularly poor. Seeing a lamp generally meant you were going to sit down, load, level up, load, resume playing…a process that actually took a few minutes, instead of being menu based and painless. You also can’t travel from lamp to lamp, and must again access the Dream as a middle ground to then choose where to go. Load. Load. Load. They have since patched and improved these loadtimes, but the bulk of my playtime was at launch and I can only reflect upon what I went through and not what it would be like to play now, so I wasn’t really a fan of this break even if I get the appeal of a safe zone—it ends up being too much of a hassle overall.

Speaking of hassles, Bloodborne had a pretty damn obtuse online setup. While these games are never the most clear about what to do, I would say if there are guides being written about how to actually use this component something didn’t quite work out. There’s pretty much no feedback on when you’re ringing the bell, and you can’t just see spirits to summon in like before, it either works or it doesn’t. There’s an additional inclusion of passwords but, again, YMMV as that stuff was REALLY wonky at the time I was playing. I enjoyed helping people fight bosses in past games but neglected it much more this time around. Chalice Dungeons are also a slog, and instead of feeling like a great post-game option instead felt like a pointless use of time and assets. I went through these to see a handful of exclusive bosses that would have been better off put in the game proper, as the intricacy a Souls games demands from its level designed is not at all captured in these generated wastes of time. These are also setup in a pretty confusing fashion, with Root dungeons, non-root, using materials to access different layers of the dungeons...these still all follow the same general line of play, where you have a bunch of similar looking rooms, a lever to pull to open a boss door, then a boss to fight. There are some solid moments with the bosses here, but it isn’t worth the time as with Chalice dungeons they somehow found a way to make a Souls game boring.

The other main thing I want to touch on about Souls to Bloodborne is the healing method. I already praised the time window after being hit that allows some regen of HP, but the Blood Vials are the total opposite. Feeling like a mishmash of the consumables of Demon’s Souls mixed with the Estus of Dark, we get…a system that’s just worse than what they already had previously. You start with 20 and have a storage beyond that, which has since been patched to something ridiculous like 600. When I played it was 99, so if you would use 20 and then die it would just spawn you in taking from this amount. Now, this from multiple angles is strange. You have a lot to use each life, which actually means you can very easily stay topped off, and the game in general(especially later) hands them out like candy. So the amount never actually matters much. But the times it crops up where it does and you run out? Oh boy. If you get stuck on a boss, go back to try it a few more times and find yourself running out of Vials, you now get the wonderful experience of farming for more. This doubles back into both the game flow and loading I mentioned previously. Load. Load. Run around killing enemies that drop them. Load. Load. Do it again. Load. Load. Again. Load. Load. Actually fight the boss some more. If the immediate reaction to this is, well, ‘get good’, that’s the issue. Players that are already good at the game will never run out, and always have a huge supply of healing. Struggling players always run out, and get punished doubly for the fact they hit a wall. You can also buy these at a store, but when your currency is a puddle of blood next to the very boss you are struck on, that doesn’t really work. The last thing someone wants to do after already being frustrated is having to grind, and the game would not be changed at all if blood vials were never a pick up and instead you just always had 20. Oh wait that sounds like estus flasks…huh. Vials also aren’t flexible due to it being a technically finite resource. If I get on and just want to invade a bunch of people, I will go dry eventually due to taking hits and not actively gaining more of these. Same with co-op, you will have to take a break from actually playing the game just to warp into the dream and at the very least buy some more, where just always having 20 would let you, y’know, play the game more. I hit this annoyance when I was doing the Defiled Chalice which cuts your HP in half, the Watchdog is capable of nearly one shotting you, so it’s very important to stay topped off at all times to avoid an instant death if you get hit. So when you chug away in a fight like this, respawn and see that vial number dwindle and realize it’s time to farm some more…hope you like loading. It seems so minor but kept sticking out to me for a game that’s so tightly designed, these feel like a mishmash of ideas that don’t even make sense. A total dumpster fire of a mechanic.

That aside, the main focus of Bloodborne is still sharp as a knife, and overall stands among the Souls series as my favorite. The side areas like Cainhurst and Upper Cathedral Ward were particular standouts I liked, the latter not feeling out of place in a horror game. Considering it’s probably listed in almost every post in this thread I’m sure it’s clear that there’s definitely a ton of great reasons this game resonates so highly with others; it's a masterclass in design. When you aren’t loading, anyway.
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IV. Life Is Strange
Dontnod Entertainment | PS4, PS3, XB1, 360, PC
You know, GAF, life is pretty strange. Dontnod throws their hat in the ring with a unique take on a story based game, feeling most easily comparable to what Telltale puts out. Dialogue driven and choice based, with their own special twist in the form of time mechanics.

Propelled into the shoes of the aspiring photographer Maxine Caulfield, a senior at Blackwell Academy, the game primarily takes place here and in the surrounding town of Arcadia Bay. Max ends up discovering that she has the ability to rewind time, and though the first episode dabble more in the impact that could have in general life, the game dramatically ups the stakes and plays more and more with this mechanic. What on the surface appears to be a teen drama rapidly becomes much, much more.

Time travel is always a very broad topic that can be used in many ways, but in here it stands out as being smart in both story and gameplay. While something like Life Is Strange doesn’t focus on actual mechanics, this does allow the game to set up puzzles that can only be solved via rewinding. Something akin to unlocking a door, going through, then rewinding back when it was locked since Max herself doesn’t move with everything else. This also actually impacts the normal conversations—being able to acquire information you learned a little bit later to bring up to someone, things of that nature. This even boldly allows you to rewind for big choices, seeing the immediate lashback of what each option does, and you can ponder over what you want to stick with before you leave an area where it then solidifies the choice. It adds an additional element to the standard adventure game where you can see immediate effects but ponder what it would do in the long term.

It would be hard for a game like this to make my list if I didn’t like the characters we follow through the journey. While Max is an introverted geek who likes to observe the world around her, Chloe is stubborn and rebellious, smoking and drinking to her hearts’ desire. These two make a good pairing to follow as by the end you really see the influences they both have on eachother…for better or for worse. There’s also a bunch of mainstays in the school, some of them being pricks(Nathan, Victoria) while others are much friendlier(Kate), or just simps there to friendzone(Warren). There’s actually a large amount of optional stuff such as text messages or the always updating journal I really liked keeping up with, as the journal in particular is constantly filled out from Max’s point of view and reflects on different choices you’ve made, on top of filling any gaps in between episodes. Plus it’s decorated like an actual journal with a bunch of cute drawings all over it. That is a real sentence I just typed.

The artstyle is another thing I really enjoyed. It’s simplistic but appealing to the eye, and has some nice framing throughout the game. The soundtrack is also great, with some smart picks that match up to ingame moments well, particularly in the more retrospective parts the episodes tend to end with. As with anything else it’s not all perfect, as there can be some clunky dialog and the lipsync overall is pretty bad, but this is still a $20 game which makes it an easier pill for me to swallow.

I don’t want to really delve into spoilers as it’s THE reason to play the game, but Life Is Strange is top of its class when it comes to this genre. Thought provoking, endearing, heart pulling—it was a joy to follow and anticipate what would come in the next episode, and Dontnod are now a name I’ll be looking out for in the future.​


Continued here.
 

Papercuts

fired zero bullets in the orphanage.
Continued from here.

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III. Ori and the Blind Forest
Moon Studios | XB1, 360, PC
Ever since I saw the initial reveal trailer and heard this, I already knew Ori was going to be something special. It delivers exactly what you would want from a game of this nature: Being a well-designed Metroidvania that controls and looks like a dream.

You are, of course, in control of Ori. Starting off just able to move around and jump, you will amass many more powerups that are mostly unsurprising. Double jump, wall jumps, etc. all start to get added on which opens up new avenues to traverse and reach more hidden goodies in other areas. Some of them are much more inventive, such as Bash. This is primarily a movement based ability that allows you to fling off of lanterns, but brilliantly also works against enemy projectiles. This allows you to use bash in an offensive manner and repel attacks back at enemies, or use them to your advantage to bypass a fight entirely. It’s suuuuuch a smart mechanic, goddamn.

Combat in general is primarily done with Spirit Flame, which allows you to shoot light that autolocks onto enemies. This later can be charged up and works well as you use Bash like mentioned above, making combat later in the game feel like you’re a spirit guardian ninja never getting hit and repelling everything back. It can be a little mashy in the start but overall works well. There are also multiple skill trees, with one having a direct focus on pure offense, mainly the amount of projectiles and the damage done.

Traversal in this game feels godlike. The jumps animate and respond with fluid precision, the way you can scatter up walls just clicks in a way that makes sense, and when you die via platforming it’s something that is always on you. On dying; despite its friendly looking demeanor, Ori is surprisingly difficult. Despite having a health system there are actually a lot of instant kills in the game ranging from spikes to laser traps, and one of the more interesting design choices is that you can choose at will where to make save points, which uses a resource of spirit energy. This means that someone could theoretically makes a save after every successful jump, or do entire sequences without a backup(though the game does still have automatic checkpoints). The harder escape sequences, however, don’t let you place these and must be beaten in one fell swoop, which makes sense as they’re moving setpieces but also can be pretty brutal. It’s no surprise, then, that those are some of the more controversial parts of the game as some people despite them while others adore them. For me though: Holy hell, I love them. The ultimate blend of challenge, spectacle, and music…they might be my single favorite moment in any game this year.

I have said too much about this game to not already mention the art. In what seems like a common theme this year(art OP), this game is ridiculous looking. Seemingly inspired by Studio Ghibli(which is already a hell of a good influence), there’s a superb use of coloring and lighting, and the sheer amount of detail on the stacked foreground and background is staggering. Add on to that some great animation and you have what is, no question, the best looking 2D game I have ever played.

But this is too much positivity for my tastes. Ori only has one thing that sticks out to me as a flaw, but I do think it’s pretty big for a game of this nature. It’s possible to miss out on 100% due to some of the areas being closed off later in the game, which means you have to know to get everything while you’re there. The realization when that kicks in always sucks, since a big part of the appeal in a game like this is mopping up with your new found abilities.

Still, for Moon Studious debut, they did a hell of a job. Like, shit, man.
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II. The Witcher III: Wild Hunt
CD Projekt RED | PS4, XB1, PC
I had no idea how to feel as the release of Witcher 3 closed in, as my only foray into the series didn’t pan out too well. Despite multiple attempts to get into it, I just couldn’t really get into Witcher 2 at all. The farthest I’ve made it was getting out of Flotsam, but it just never was able to grab me. 3 was initially a really slow burn as I had no idea if I would like it or not, but given where I am posting this I think the answer to that is fairly clear.

It all starts in White Orchard. A man calls you over, asks to play cards. Gwent, they call it. From that point on, it all made sense. I would travel town to town, looking for a merchant to buy some more cards. I would challenge everyone I could find along the way to swipe their best card—I had to be the best there ever was. Before I knew it, I was about to enter a big tournament. Shiiit. Luckily, I had ridiculously powerful Spy cards and was able to get through it all. I was then starting to run into Monster decks swarming the field in a single turn. “How is that fair?!?”, I screamed, but quickly realized that weather cards shut that garbage down quick. Nothing could stop me now. There was some occasional monster slaying on the side for coin, as you have to fund these purchases somehow, but eventually I had fought all the worthy opponents, swept all the tournaments, and obtained the entire collection of gwent cards. Then it was time to find Ciri, I guess.

The Witcher is yet another massive open world game. While this is something that is starting to grate on people, Projekt Red do a surprisingly good job with it for their first attempt at it. The world is well realized and tries to avoid some of the pitfalls other games fall into. Many sidequests in this game try to focus more on filling in pieces of lore, or telling an interesting sidestory, instead of climbing another tower. While some get pretty rote(monster contracts are all pretty similar) and there’s a bit too much detective vision use, I did end up actually clearing every side mission in the game…so, good job, I think.

The combat in this game is something I see discussed a lot, and is probably the main aspect I struggled to get accustomed with, and is likely the main reason I never really got into W2. The movement in general feels pretty sluggish, and while in combat it can be offputting at first to to a light slash and see Geralt do a pirouette or some other animation that you don’t feel like you really input. So I started to approach fights in a more reactive way, and just respond more to enemies instead of taking initiative. Humans would get countered, and I could roll out of harm’s way against larger swarms of monsters and strike while they recovered. I specced into signs which were the main way I would be aggressive in a fight, as Igni streams stunlocked most enemies while burning them to a crisp, and Quen was always good to buy time. Alternate Quen was super clutch to heal up with, too. It took me a long time to get into a groove where I finally felt comfortable in a fight, but it did eventually click and become outright enjoyable. Some issues do persist, namely with some pretty wonky hitboxes, and I still fuckin’ hate Water Hags because the teleport way too fast for a game where you fight like this, but eh.

The writing and general conversing is a huge strong point to the Witcher, with particular moments such as the Bloody Baron being especially unforgettable. That quest line was when the game really grew on me, as it handled some very mature themes with proper tact, and even somehow made an absolute scumbag become a sympathetic character. These characters felt like they had real depth, and many of the choices aren’t as binary as most other games, dealing more with shades of grey or not having a great outcome, just two kinda shitty ones. This continues and permeates into the main quest, which despite being a bit long in the tooth and faltering a bit in the end, has some fantastic moments, knowing when to be serious and when to be playful. Special shoutout to the drinking scene in Kaer Morhen, which I believe is possible to miss entirely.

The biggest missteps tend to be UI focused. There’s a lot of subsystems at work here but some feel a bit cumbersome to get to, and the menus aren’t nearly as snappy as I’d like to make up for it. The bestiary and alchemy are important, but sometimes I would just forego the usage of equipping sword oil due to it just being a pain in the ass. There’s also the constant struggle versus animation priority, such as running around in a field trying to pick up items, but forcing you to come to a dead stop before it’s possible. Roach also sucks my dick.

Blemishes and all, Witcher left a great impression on me when it was all said and done. For their first whack at a big open RPG, it’s almost scary how well CD Projekt RED did.
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I. Rise of the Tomb Raider
Crystal Dynamics | XB1, 360, PC
I thought the 2013 reboot of Tomb Raider was fine, if unspectacular. It was a mechanically sound game that didn’t feel as if it carved its own path, and was instead a hodgepodge of a bunch of other things, namely Uncharted for explosive setpieces. And it had multiplayer for some reason. However, Rise manages to both refine and expand to feel more like its own thing, and actually cuts way back on the combat in comparison to the series it was aping from before, focusing more on the exploration and hubworld scenarios.

Right off the bat we get probably the weakest part of the game in the intro, which was the E3 showing as well. It’s basically the exact type of thing you’ve already seen in a cinematic game, where stuff keeps breaking and there’s only really one input the player is offered to move forward. It all looks nice but there’s not much really happening. Luckily it doesn’t take too long to head to Syria in a flashback that starts to acquaint you more with actual tomb raiding which introducing some mechanics. But after this is essentially where the game really starts, back in the present day Siberian wilderness where the rest of the game takes place.

Most of the game will be in a handful of much larger hub areas compared to the 2013 game, and there’s more to do within them in general. Animals will roam around that you can hunt and use for weapon or equipment upgrades, there are strongboxes to pry open that contain weapon parts, along with plenty of documents and relics to find that can help your translation skill for monoliths, which then expose coin caches that can be used to purchase additional equipment at a store. Optional tombs are still present(though the game annoyingly tells you they’re near with no apparent way to turn it off), and there are even side missions that can yield even more rewards, such as costumes or weapons. Optional tombs are still on the simple side, but are still larger and done better in comparison to before on top of being fairly inventive—most of them provide some awe inspiring views as well, which always helps. They also now give special perks as rewards, such as getting a free refill of life when near death once per encounter. To put it in perspective, I had a three hour session of this game where I didn’t fire a single bullet, and just explored one of these areas. Now, if you want, you could just focus in on the main questline to get your kicks there, but there’s a lot more options available to you as a player on the pace you take the game, which was refreshing to see. There’s a handful of these hub areas and I really enjoyed all of them. Infact, it struck me as the type of design that would have better suited what MGS5 went for instead of the vapid open world it ended up with.

Still, let’s get into combat. I don’t actually remember what all was possible in the 2013 game, but I believe they added a lot more to this through pickups in the arenas. Bottles, mason jars, etc. can all be picked up and thrown to distract enemies, or crafted into something such as smoke bombs or molotovs. There’s actually many avenues of approach to combat encounters with this in mind, so while the game could be a standard TPS where you whip out an assault rifle and lay into people, it can also be one where you hang back, distract someone, shoot them in the head with a silencer pistol and rig their body with a toxic gas that knocks them out when someone goes to investigate. You have many potentially powerful tools in your arsenal as well based on what skills you pick, such as incendiary shotgun ammo and poison gas arrows. Those arrows in particular can take out even heavily armored enemies in one hit, or an entire crowd with a well placed shot. It’s worth mentioning that the XB1 version suffers from input lag that makes the shooting feel off, but hopefully it’s patched out soon and also not present in the PC version releasing soon. I took a more stealthy approach and the game actually doesn’t throw you into all that many active engagements, so it wasn’t enough to be a deal breaker even if I don’t know how it made it into the final release.

There’s a surprisingly large bulk of content to enjoy here as well, on top of the already lengthy campaign that I clocked 25 hours to clear. Now there’s Expedition mode, which can be as simple as replaying chapters or as complex as a full blown score attack. Buildining and maintaining a combo via objects added in the environment to grab or shoot, or chain things like headshots together actually got surprisingly addicting. There’s a card feature as well which have vanity effects ala costumes or big head mode, to player weakening for bonus score(die in one life, no health regen, etc), or player strengthening for less score(light enemies on fire, throw exploding chickens, etc). They’ve also added Endurance mode which I REALLY dig—plopped into a large randomly generated area with a heat and hunger meter to manage where you explore and survive as long as you can. You will need to gather resources to make a fire, hunt to survive, all while trying to find relics within crypts and tombs scattered around, finding a bonfire to light when you’re ready to call in a helicopter and leave. This actually can get surprisingly difficult as you try to survive as many days as you want and enemies start roaming around more. You can find weapons on the corpses of enemies and gradually become more powerful, just to squander it on a bad jump into a spike pit that ends your run.

Rise of the Tomb Raider is simply a damn well made game. It’s a marked improvement over its predecessor in essentially every way, and really surprised me with how engaging I found it. Despite being fairly open, it still scratched an itch for a more grounded and focused game in the middle of these massive releases that keep coming out so much lately. Rock on, Crystal Dynamics.


Actual ballot:
1. Rise of the Tomb Raider ; Year of the Bow continues unabated.
2. The Witcher III: Wild Hunt ; Gwent tournament champion and part time monster slayer.
3. Ori and the Blind Forest ; Ridiculously good looking and tight playing metroidvania.
4. Life Is Strange ; Likable cast with some great twists that I looked forward to playing through the year.
5. Bloodborne ; A well made videogame.
6. Fallout 4 ; A large videogame.
7. Evolve ; Solid MP game that strays from the norm.
8. SOMA ; That ending guys I can’t
9. Batman: Arkham Knight ; Giving an old bat new toys.
10. Star Wars: Battlefront ; I am sorry Rocket League, I did you dirty.
 
D

Deleted member 125677

Unconfirmed Member
Haha, amazing list Kabouter, and interesting write-ups! Your post made me realize I'd completely forgotten about Cities when I wrote my own ballot :O whoops

Three Ass Creeds though, you have no shame :p
 

Gxgear

Member
1. Bloodborne ; A twist on the well oiled 'Souls' formula that's still unapologetically obtuse and a hell of a lot of fun to play. I'll be damned if it gets robbed again.

Edited to legitimize vote.
 

Tizoc

Member
Thanks :). And yes, I love those types of games, and AC as haly notes :p
Planetbase is a smaller game that is easier to get into, if you don't have the time to really dive into Cities: Skylines, that might be the way to go first.
Nice list and i think it realy should grt cities skylines for however cheap it is right now seeing as i got anno 2205 day xp
Gotta balance the universe but i rather enjoy anno 2205

Other than that does jack the ripper really count? If it is stand alone i would understand but i thought it was dlc?
 
lol, that video is amazing

And it reminds me, I've been replaying DKC2 lately in between other games, and man, it fills me with such feelings of love that I'd make a tribute thread if not for the other tribute thread there was recently.

You're so right about the DK coins, Xtortionist. Best collectible ever.

It's because of the sound effect. They totally nailed that fucking sound effect when you collect a DK Coin. The size/design helps, too.
 

Aceofspades

Banned
Great write up Papercuts, at first I was like "what a shame these massive great wall of explanation goes to waste for formatting" then pain grew more with every continued post you made...then boom! Formatted ballot and I was like:


Great job man.
 
D

Deleted member 125677

Unconfirmed Member
1. Bloodborne ; I'll be damned if it gets robbed again.

Hard to tell sometimes if Bloodborne fans are developing a sense of self irony or not.

If you really love the game though, you would convince me a million times more to play it (i,.e. try to get my hands on a cheap ps4) if you actually wrote something worth reading about it, instead of just stating that it is very, very important to you that Bloodborne becomes #1 on some list.
 

Gxgear

Member
Hard to tell sometimes if Bloodborne fans are developing a sense of self irony or not.

If you really love the game though, you would convince me a million times more to play it (i,.e. try to get my hands on a cheap ps4) if you actually wrote something worth reading about it, instead of just stating that it is very, very important to you that Bloodborne becomes #1 on some list.

Do I really have to put /s?
 

Kabouter

Member
Nice list and i think it realy should grt cities skylines for however cheap it is right now seeing as i got anno 2205 day xp
Gotta balance the universe but i rather enjoy anno 2205

Other than that does jack the ripper really count? If it is stand alone i would understand but i thought it was dlc?

OP said:
You may vote for any playable content released in 2015.

Yeah, it counts :p
And thanks :)

Haha, amazing list Kabouter, and interesting write-ups! Your post made me realize I'd completely forgotten about Cities when I wrote my own ballot :O whoops

Three Ass Creeds though, you have no shame :p

Thanks, and, well, gotta vote for what I enjoy :D
 

Neiteio

Member
Question for Cheesemeister, Timetokill, etc:

I'm thinking when my massive three-part write-up is ready to go (it already is, but I'm just spending more time with my top three to verify the order), I'll erase Part 1 where I originally posted it, and post all three installments in a row like Papercuts did. That's allowed, right? The parsing isn't done until the deadline, so it wouldn't be counted twice or anything.

I'd like to see it all at once.

edit: Actually, just remembered, my formatted ballot will be in the final post, anyways. So yeah, this should work.
 

Coxy100

Banned
1. Ori and The Blind Forest ; This game convinced me to swap my PS4 for a XB1 - it's that good. I love it so much and my favourite type of this game since Castlevania SOTN. The only game that I've ever actually cried at...and within the first 10 minutes too!
2. Bloodborne ; Having never played a Souls game I had no idea what to expect. Wow what fun and a challenged it ended up being! The first time in a few years I've had controller rage as well.
3. Fallout 4 ; Still ploughing my way through this - I've spent around 30 hours on it so far and I'm still nowhere near got started on the main story...
4. Destiny: The Taken King ; Damn this is addictive. I hate the grind - but the game is so much fun especially when played with friends. Great gun gameplay.
5. Gears of War: Ultimate Edition ; One of the best games of the last generation (or unique) with nice shiny new graphics? Lovely.
6. Rare Replay ; Great collection of games! Rare when Rare was truly rare.
7. Rise of the Tomb Raider ; Only played about 10 minutes before I became engrossed with Fallout but it's clear this is a top game - looking forward to finishing fallout so I can come back to it.

The only other game I've played from 2015 was Halo 5 - but that's not worthy too appear in a top 10 - awful disappointment.
 

Kudo

Member
1. Bloodborne ; When it all started as Project Beast I was already sold, and it didn't disappoint. Easily the Game of the Year and my personal all-time favourite. Just pure gaming brilliance and experience I'll never forget that made the generation really start for me.
2. Destiny: The Taken King ; The Destiny experience it was meant to be. New raid is really epic and felt like I was rewarded for all spent hours finally defeating The Taken King. When "Last Stand" track starts playing and he appears, you know it just got serious.
3. Miracle Girls Festival ; Can't really go wrong with rhythm games, I truly enjoyed this one.
4. Gravity Rush Remastered ; It was great on Vita, it's great on PS4.
 
Question for Cheesemeister, Timetokill, etc:

I'm thinking when my massive three-part write-up is ready to go (it already is, but I'm just spending more time with my top three to verify the order), I'll erase Part 1 where I originally posted it, and post all three installments in a row like Papercuts did. That's allowed, right? The parsing isn't done until the deadline, so it wouldn't be counted twice or anything.

I'd like to see it all at once.

edit: Actually, just remembered, my formatted ballot will be in the final post, anyways. So yeah, this should work.

Yeah, as long as your properly formatted ballot is in your final post, you should be good to go. If you do it like Papercuts has done, using Roman numerals for your non-parser list, you'll be extra protected from any sorts of parser-related shenanigans.
 

Neiteio

Member
Yeah, as long as your properly formatted ballot is in your final post, you should be good to go. If you do it like Papercuts has done, using Roman numerals for your non-parser list, you'll be extra protected from any sorts of parser-related shenanigans.
You can see how I did Part 1. I haven't published Part 2 and Part 3 yet, but the formatted ballot will be in Part 3. I think I'll reserve three posts in a row right before I post them (probably later this week), relocate Part 1 so it's with Parts 2 and 3, and then I'll link the original post to the new one. That way they can be all in one place for everyone's convenience. (Well, I hope it's convenient, and not annoying -- I've gotta a lot to say!)
 

GamerJM

Banned
You can see how I did Part 1. I haven't published Part 2 and Part 3 yet, but the formatted ballot will be in Part 3. I think I'll reserve three posts in a row right before I post them (probably later this week), relocate Part 1 so it's with Parts 2 and 3, and then I'll link the original post to the new one. That way they can be all in one place for everyone's convenience. (Well, I hope it's convenient, and not annoying -- I've gotta a lot to say!)

Isn't reserving against the rules this year?
 
You can see how I did Part 1. I haven't published Part 2 and Part 3 yet, but the formatted ballot will be in Part 3. I think I'll reserve three posts in a row right before I post them (probably later this week), relocate Part 1 so it's with Parts 2 and 3, and then I'll link the original post to the new one. That way they can be all in one place for everyone's convenience. (Well, I hope it's convenient, and not annoying -- I've gotta a lot to say!)

Part 1 looks fine, I'd say you're in good shape. You can pm me once you're all posted if you want me to check it over.
 

Zomba13

Member
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1. Undertale ; A complete and utter surprise of a game. I pretty much ignored it on release and continued to ignore it as everyone praised it but eventually broke down. I did not expect to like it as much as I did, especially from the slow first area, but the characters are so likeable, the battle system fun and funny and the humour is on point throughout. What absolutely sold the game to me though was the final area and endings. I enjoyed it plenty up to there but that is what pushed me over. It also has a fantastic soundtrack and uses leitmotif to great effect throughout the game.
2. The Witcher III: Wild Hunt ; I'm a huge fan of the other two games in the series and felt this was a fantastic finale to Geralt's story. The world of The Witcher is still full of morally grey decisions and interesting characters with maybe the most memorable being found in the Bloody Baron quest line. Hunting monsters is better than ever with each contract playing out like a mini investigation where you question witnesses, search for clues and sometimes set traps. The massive open world is fantastic and feels so natural and it looks amazing (especially on PC). Hearts of Stone is also a fantastic piece of DLC which I'm lumping in with this (due to it also releasing this year).
3. Bloodborne ; Bloodborne is a fantastic "souls" game. The removal of shields and encouragement of aggressive combat tactics really forced me to change how I play these games and I love it for it. I usually stay back with my shield up, waiting for an opening before getting a few hits in and backing off again but in Bloodborne there is no shield (well, there is but not really, it doesn't matter). I was forced to be more aggressive and encouraged to do so with the whole Rally system where you can gain health back from the attack you just took by dealing damage to enemies. The game features a Victorian style setting soaked in Lovecraftian horror and it's just so unsettling and weird. From the start you just think "werewolves in old London" but then slowly the ancient cosmic horror is introduced and makes you look at everything in a new light. In this way it's genius that you gain "insight" as you play.
4. Metal Gear Solid V: The Phantom Pain ; Despite everything, this game is still pretty damn good. I've put in more than 80 hours on the PC version. It's a great game that is so much fun to play and has maybe the best gameplay of the franchise. It does however lack most of the things I love about Metal Gear Solid, the crazy bosses, the huge amount of crazy cutscenes. I mean, it does have a weird story (and the stupid pointless twist) but it's so light on the story compared to others. And in a way it does have boss fights, but they aren't good or interesting or fun or memorable. The best boss fight was done a million times better in MGS3! The open world is also pretty boring with copy/pasted outposts littering the world with actual interesting locations few and far between. However, despite the flaws the game was a whole lot of fun to play.
5. Life Is Strange ; I loved Dontnod's last game (Remember Me) and was looking forward to this when it was announced. I waited till all the episodes were available like I do every episodic release and played an episode a day so I don't end up forgetting details or characters and can enjoy it without waiting months between episodes. I just fell in love with the characters and I always love me some time travel shenanigans. Working through the disappearance of Rachel Amber and what exactly was going on with the strange thing happening in Arcadia Bay felt compelling and some of the twists and shocking moments felt really affective. There were also some hard choices to make and like most games of this style, they never end up meaning much in the end but to me what matters is feeling like they matter.
6. Soma ; I don't really handle horror games well. I eventually had to go through Amnesia with a guide open on the screen next to me so I could rush through areas and play with the sound aaaaaaaall the way down. With Soma I had no issues with the spooks and monsters and I think partly it was due to being so engrossed in the narrative and world of this future undersea lab. Even the stuff regarding the "monsters" was interesting. The only issue I had regarding them was a single undersea section on a boat and an enemy that would just not get out of the way or leave a doorway I had to get through and eventually trapped my down a dead end in a cabin as I hid behind a desk or something and had to wait ages for him to leave the hallway outside.
7. Splatoon ; Nintendo made a third person shooter and not only is it super unique with Nintendo charm it's also super fun! I spent so much time playing Splatoon, grinding up gear, getting snails to upgrade things, splatting people, painting everything. It's just so fun and fresh and has great style.
8. Final Fantasy XIV: Heavensward ; I love FFXIV. It's the best FF game in a while. For this I'm only counting stuff added in Heavensward and the patches since. The main reason this is here is because the story itself is actually really good. It was good in the base game and following patches but is really good here. It gives depth Iceheart, a character introduced in one of the 2.x patches and served as the leader of the heretic dragon worshippers. It turned her from a character who didn't have much depth and was just used as a boss into a sympathetic character with internal conflicts as she wrestled with the truth of the dragonsong war. The story takes you all over the new areas and you actually travel with a party of sorts. While you still do all the heavy lifting the NPCs are with you almost every step of the way and show up in cutscenes and in areas between quests making it really feel like a proper FF adventure. Heavensward also introduces the ability to fly (in the new zones) and it's just really great being able to jump on your chocobo and soar across the skies. It also added the Dark Knight class which I've made my main and it's so fun to play, juggling MP use and cooldowns to maintain buffs and damage.
9. Xenoblade Chronicles X ; This game is huge. There is so much to see and do and there are like, a billion side quests. Mira is beautiful and one of the most fun open worlds to traverse. Not only are fast travel points plentiful but after around 30 hours of on foot exploration you gain access to a Skell, a giant pilot-able robot that can transform into a wheeled vehicle. This makes traversing Mira so much faster as you can run and drive faster than on foot and can jump so much higher, opening up areas you couldn't reach before. Then, you get a second traversal upgrade when you unlock the ability to fly in your Skell. The way exploration is handled in the game is fantastic as you first take in the scale of the world, then you appreciate a way to get around faster and then you can finally appreciate the world from above. The main plot thread isn't too great and leaves you with a ton of unanswered questions the side content, found in the affinity missions and "normal" missions do a fantastic job of offering additional character depth and world building and can really surprise you with the variety of stories told.
10. Tales From The Borderlands ; I really like the Telltale games even if a lot of the time your choices don't really matter, they feel like they matter. This would have been Game of Thrones taking this spot on the list but I ended up liking Tales from the Borderlands more. I didn't expect to like it as the story and characters of Borderlands are... not to my taste. Sometimes they can be funny but that is really it. Most of them are annoying or lack any depth. Everyone said this game was surprisingly good though so I grabbed it in the Steam Sale and eventually ended up playing the last few missions one after another through the night on a weekend. The characters are all likeable, even the love-to-hate ones. Rhys and Fiona are just really fun and I like how you get to control two protagonists that interact with each other. The story also has plenty of cool and memorable moments and each episode starts with a great music sequence like how the other Borderlands games start. Again choices don't mean much but it still feels good when you bring two characters closer together by the end.

Honourable Mentions
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x. Telltale's Game of Thrones ; I just love how bleak and shitty the world is and how every choice you make feels like the wrong one and how you are so much of an underdog and just keep losing. So horrible, so great.
x. FAST Racing Neo ; No Wipeout, no F-Zero but this is a good substitute. Playing like a mix of the two but with it's own twist FAST is just a lot of fun, looks great for a Wii U game (even with it's very low resolution) and it's damn fast.
x. Transformers: Devastation ; It's a Platinum game, and it's a good one and it's classic Transformers. It's short but replayable with plenty of weapon and character variety and a lot of fun.
x. Ori and the Blind Forest ; a fantastically beautiful metroidvania like platformer. Beautiful music, beautiful hand-drawn art and a beautiful story.
x. Rock Band 4 ; While not amazing and lacking online modes and some other options in previous games it's still Rock Band and I still love it. Not ground breaking but it's what I wanted, Rock Band on the new systems with my DLC carrying over. Still waiting on more of the song exports to work though.
 
The fact that some seem to think the "Bloodborne was robbed!" is serious is rather comical. I guess the game being so critically successful and loved has that impact though.
 

zkylon

zkylewd
making the list

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1. Undertale ; Most important game all year.
2. Pillars of Eternity ; A great Kickstarter WRPG that evolves the old formula rather than purely imitate it. I loved the universe and the themes of the game, and as someone that doesn't really like RTWP, I actually found myself having fun with its combat.
3. Tales from the Borderlands ; Really enjoyable story filled with humor and adventure, two things I like quite a lot.
4. The Witcher 3 ; A lot of questionable design decisions and I don't really enjoy its open world-ness, but the Bloody Baron quest is some of the best writing in RPGs ever and the way it wraps up its story as well as the gorgeous, great atmosphere world they crafted are big winning points.
5. Her Story ; Interesting narrative experiment that reminded me a lot of Analogue: A Hate Story. It's a game that makes you feel like a detective, taking notes on your notepad and following the threads of your theories to the end and that's awesome.
6. Life is Strange ; I really enjoyed how well the Max and Chloe relationship was realized and the rewind mechanic was a fantastic way of letting players see the good and the bad of different characters through Max's eyes. Questionable writing, some pacing issues and lack of focus make this not the gem it should've been.
7. Squarecells ; Not as earth-shattering as Hexcells but it still tickled that part of my brain and I loved it.
8. Cibele ; As someone that's been in that situation almost verbatim, I thought I would be able to relate a whole lot more. In the end, I found it to be an interesting recreation of the "meeting someone in a mmo" experience, but it didn't quite do more than recreate it.
9. Massive Chalice ; It feels like an eternity ago that I played this game, but it was what I played during my videocard-less days and I enjoyed its combat quite a lot, even if the base management was kind of terrible and it has some deeper design issues that make its progression never satisfying.

Honorable Mentions
x. Cobra Club ; I liked taking pictures of fake pierced dicks
x. Broken Age ; I didn't like the game nearly as much as I liked the documentary, so it only gets a honorable mention.
x. Contradiction ; I really enjoyed what I watched on the Giant Bomb playthrough that I just didn't feel like playing it myself. Seems like an awesome bunch of cutscenes trapped in a terrible game, so I'd rather just watch someone else play for me.
x. Dying Light ; Was an enjoyable distraction at the end of the year but the most insulting writing in a AAA game since Max Payne 3 and the combination of tedious combat and grindy progression kept it as a podcast companion rather than an actual game I enjoyed.

Disappointments
d. Hotline Miami 2: Wrong Number ; I was a big fan of HM1, and this one just dropped the ball in every possible way. The story got very self-absorbed and lost its mistique and interesting social commentary, and the level design and its focus on guns was just a really poor decision.
d. Ronin ; I just found the gameplay frustrating and trial and error-y.
d. Grow Home ; Didn't capture me, probably for no fault of its own.

Unsurprisingly not my thing
f. Fallout 4 ; It's another Bethesda game. I don't like Bethesda games.
 
I don't have a full 10 game list, as I didn't really have a lot of time to play games earlier in the year.

1. Tales from the Borderlands: Episodes 2-5 ; Probably the most memorable story and cast of characters in a game I've played since the Mass Effect series. It supplements the Borderlands universe so well that I was consistently amazed at how much backstory ties in with the Pre-Sequel recently. It would be a shame if they didn't follow up with a season 2.
2. Fallout 4 ; Without a doubt the most entertaining world to fight in and explore this year. A new building or location to explore every few metres with a little pre-war backstory sprinkled in to make you feel like the world was truly lived in. The combat was a blast and the leveling system promises to make a second playthrough a reasonably different experience. Definitely the game I spent the most time on this year.
3. Cities: Skylines ; I love a good city-builder and this was an unexpected surprise. Virtually everything is possible as long as you are smart at planning and designing. Updates to the game, mod support, as well as the nightlife expansion really helped shaped the game even further.
4. Rise of the Tomb Raider ; Crystal Dynamics really put a lot of effort into improving the(already great) foundation set by Tomb Raider 2013. Fun story, great visuals and a detailed world really made this a joy to play to 100% completion. I really hope they get to make a third game in the series.
5. Smite ; I really wasn't quite sure how a MOBA would directly translate over to a console experience but Hi-Rez certainly was able to pull it off. They've consistently supported the game with content not far behind that of the PC version. It's been a blast to log in and play matches with my friends every day.
6. Gears of War: Ultimate Edition ; This series is one the most important to me and I was not let down by this port. The campaign was a blast to play on Insane difficulty again, and the multiplayer feels so good with refined controls, dedicated servers and 60FPS support. I am now even more genuinely excited for Gears of War 4.
7. Total War: Attila ; A worthy entry to the franchise that despite my initial hesitation proved itself to be a unique and enjoyable experience. The myriad of new features challenge you to change up your usual Total War playstyle, and the post-release content was also very well designed.
 

Kabouter

Member
Great writeup Papercuts, I enjoyed reading that. Can't wait to play Tomb Raider in... December, sigh.

I doubt I'll play it much earlier, really only if Square Enix drops the price as quickly as they did with the last Tomb Raider. Looking forward to it though, as I mentioned in my vote, I love winter settings :p.
 

KingSnake

The Birthday Skeleton
I doubt I'll play it much earlier, really only if Square Enix drops the price as quickly as they did with the last Tomb Raider. Looking forward to it though, as I mentioned in my vote, I love winter settings :p.

Tomb Raider games are the best AC games.
 

SomTervo

Member
My top 1-5 are practically ties for 2015 – it's been an impossible choice – but for number 1 I'm putting a game which I feel needs infinitely more attention than it received.

1. Dying Light ; By turns open world Resident Evil, Silent Hill, Mirror's Edge, Left4Dead and Metro 2033 – Dying Light is my tied GotY for 2015. I struggle to think of a game I had more pure, fully-immersed fun with in the last few years. I played it as a single-player-only experience.

2. Metal Gear Solid V: The Phantom Pain ; It was my GotY until a month or two after, release, when the memories started to fade. A fucking amazing game, an endless make-your-own-MGS generator essentially, with a great, if flawed and incomplete, story to boot.

3. Assassin's Creed Syndicate ; The first AC game (besides Black Flag) to be a legitimately great experience outwith the series itself. By turns, Syndicate is open world Thief, GTA Victorian London, and Victorian Batman, in one of the most sublime, stunning and believable free-roaming worlds I have ever seen. I fucking love this game.

4. The Witcher III: Wild Hunt ; How could I not? Supremely high quality content. Supreme breadth of content. Some gameplay niggles which are overshadowed by good stuff almost every instant. An unprecedented and immersive work of interactive fiction. Once you're 80 hours in, you understand every step your character takes and every line they say. Every frame of this world displayed on your screen is imbued with meaning, context and history. This is actually my #1 but it probably stands a good enough chance at winning GAFGotY without my #1 vote.

5. Tom Clancy's Rainbow Six Siege ; The only game to take Counter Strike's template and truly innovate on it since... Well, Counter Strike. Phenomenally well designed, unique and fun team-based competitive game – with a fucking brilliant co-op component to boot, which is essentially Left4Terrorist.

6. Life Is Strange ; A wonderful experience. Stilted dialogue (French devs) and a slight cop-out ending, but Episodes 2, 3 and 4 are some of the best and most affecting game-story experiences you can ever have. Truly amazing work.

7. Resident Evil: Revelations 2 ; One of the few legitimate co-op survival-horror experiences out there, and it feels closer in tone/feel to Resident Evil 4 than 5, 6 or Revelations combined. Me and my girlfriend blasted the whole thing across one week. It was fun, it was addictive, it was scary and intense. Brilliant stuff. Even if the tiny off-set split screens are still crap and stupid.

8. Rocket League ; How could I not include it? A classic. Sheer, highly replayable fun in a small package.

9. Bloodborne ; A masterpiece among masterpieces. I loved it, but it was just easier enough than the other games that I burned through it very quickly, and didn't get the true ending. I missed one optional area which irritated me because it looked amazing (Cairnhurst Castle). Left me feeling slightly more dissatisfied than any of the other Souls games, so it slipped down my list. Aesthetically it's #1 or #2 this year, though.

10. Soma ; The best work of sci-fi in gaming history. The puzzles are amazing, the interface between gameplay/mechanics and story is amazing and best-in-class, and the story is fucking disturbing. It's not a true horror game, and the gameplay mechanics aren't brilliant (especially with hostiles around) but as a story experience, it is sublime.

Honorable Mentions
x. Undertale ; I feel this would be near the top of my list, and I own it, but I haven't played it yet. Real bummer.
x. Monster Hunter 4 Ultimate ; I haven't spent enough time with this, and haven't tried multiplayer yet. But it is bloody great.
x. Batman: Arkham Knight ; Also brilliant, but not a classic like Batman: Arkham Asylum. This is one of the best superhero games ever (a better "straight superhero game" than Asylum - which is the better Batman game), and a truly great game, but Rocksteady just fluffed the design enough for it to not reach my GotY list.

I ordered my list selectively by which games I think deserve a few more points.
 

Karu

Member
I doubt I'll play it much earlier, really only if Square Enix drops the price as quickly as they did with the last Tomb Raider. Looking forward to it though, as I mentioned in my vote, I love winter settings :p.
Hey, I take it you played all those AssCreed games on PC?

Am interested in Rogue and Unity somewhat, but especially with the first one I am a bit hesitant because of its performance on the PS3. Sadly I have no PC that can run games more demanding than Planescape: Torment and the likes :D
 

Kabouter

Member
Hey, I take it you played all those AssCreed games on PC?

Am interested in Rogue and Unity somewhat, but especially with the first one I am a bit hesitant because of its performance on the PS3. Sadly I have no PC that can run games more demanding than Planescape: Torment and the likes :D

Yeah, I played both on PC. Can't tell you anything wrt console performance sadly.

Tomb Raider games are the best AC games.

Exploring historical worlds is better than exploring historical ruins :p
 
This list is hastily cobbled together under the shadow of a terrible hangover. Apologies for fractured thoughts and broken grammar. May be edited later for additional comments, but pretty solid on the rankings. Overall 2015 was a hell of a year.

1. Bloodborne ; I read somewhere on GAF that it's objectively the best game of 2015. I am inclined to agree. The superb combination of tight gameplay, an awesome setting, beautiful art direction, and a great story that requires the player to dig deep, explore, pay attention and draw their own conclusions...I fell down a huge Bloodborne lore hole in 2015. The best.

2. The Witcher III ; My favorite RPG of the year. Gorgeous world that was fun to get lost in for a long time. Hearts of Stone was also really great, probably the best SP DLC of the year too. People rail on the combat, but I've had some amazing fights in which I had to employ all of the tricks at my disposal that were really epic. One of these days I'll go back to learn Gwent, but in the meantime there are still monster nests to bomb out there somewhere.

3. Life Is Strange ; I'm surprised too! Best story of 2015 (most well told...?), the most important aspect of gaming to me. The final choice may be a cop out, but it was also the toughest decision I made in gaming all year. When people say this game has great writing and detractors point to the dialogue...that's not what we mean. The writing, not the dialogue. A story is more than what the characters say to each other.

4. Her Story ; I need more detective games. I need more games that allow me to pull out a pad and take physical notes. I need more FMV games. I need more games like this, but not sure how they will be made. This short little mystery also caused me to lose my shit arguing with people online about the conclusion. Taking a step back, it's great when a game a can foster two valid camps of thought still going on about it.
It's not twins!

5. Assassin's Creed Syndicate ; Really, the biggest surprise of the year. I was sick of the series after 3. Sick! I even hated Black Flag, which a lot of people like, but when I opened up that map with all the nonsense objectives that meant nothing I thought I was done with this series. But people who harp on the Ubi formula in Syndicate are little chirping birds. Syndicate not only introduced a fresh setting and interesting protagonists, but most importantly it made all of the side activities worthwhile again. A welcome return to form. Bonus points for the second best DLC of the year in the Jack the Ripper campaign. I still miss Desmond though.

6. Tales from the Borderlands ; The best Telltale game to date. I was worried it was over-hyped and that it would be just OK, but it surprised me at every turn. Gives me hope for future projects and even inspired me to purchase the Pre-Sequel. That was a mistake, this game is far better.

7. Zombie Army Trilogy ; A Slayer album come to life, this was the most fun I had playing multiplayer all year. Granted my wife and I had a baby halfway through 2015 which put a damper on being able to play anything online, but I had a blast trying to survive the campaign with GAF'ers while it lasted.

8. Resident Evil HD Remaster ; It's eligible, so it makes my list. I finally beat Invisible Enemy mode this year, that's something. The second best RE game to date behind RE2, I play through this one at least once a year and still admire the structure and enjoy the ride. Looking forward to 0 in a week!

9. Guitar Hero Live ; One super drunk night of playing this for hours was enough to make my list. Glad to have a plastic guitar on the side of the couch again. Needs more Bowie.

10. Mad Max ; MGSV didn't even make my list. Coming out on the same day and grossly overshadowed by Kojima's mess, Mad Max is just fun. Dumb and repetitive, maybe. But also brutal, cathartic fun. Taking down convoys in my souped up death machine was really great. Nearly ruined by the terrible ending, which is why it sits last.


Dishonorable Mentions

Both of these could have easily made the Top 10, but I'm sure they'll get enough votes from other people and I personally can't reward them for disappointing me so much.

MGSV ; This is the toughest one to place. I had a blast playing this game for a while, until Quiet broke all of the difficulty. There are a few amazing missions and a handful of great moments, but ultimately it's a disappointing MGS to me. Kojima may have had something to say, but it was lost somewhere in the editing. Feels like half the game it should have been and while some of the story stuff was strong, it wasn't told with the same deft hand as before.

Fallout 4 ; MGSV disappointed me on many levels, but not as much as Fallout 4. I should put MGSV in the 10th spot for it's first Chapter, but there's no argument for Fallout 4 to make my list. Fallout 3 is my GOAT too. People who thought Fallout 3 was Oblivion with guns are morons. But sadly, Fallout 4 is indeed Skyrim with guns. A half baked crafting/base system, dated engine and unsatisfying conclusion, Fallout 4 was everything I was worried it would be: Shallow. New Vegas 2 please.

Backlog
Dying Light, D4, Divinity, Soma, Contradiction, I'll get to ye.

Honorable Honorable Mention

Omikron: The Nomad Soul.

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SomTervo

Member
Needs more Bowie.

This is so true - also your list was great.

Just wait until you play Dying Light. Play it on Hard, and play it Singleplayer for the mostpart. Phenomenal experience.

Is Syndicate's DLC worth getting, you think? I'm tempted for middle-aged Evie alone.
 
This is so true - also your list was great.

Just wait until you play Dying Light. Play it on Hard, and play it Singleplayer for the mostpart. Phenomenal experience.

Is Syndicate's DLC worth getting, you think? I'm tempted for middle-aged Evie alone.

Yeah, can't wait for Dying Light. Just holding out for the Enhanced Edition now.

As for the Jack the Ripper DLC, I really think it's worth it, especially if you like Evie. Aside from getting to go through the Rippers murders in a virtual world, the new side activities are fun and tie back into the main game (like going through and closing the fight clubs that Jacob helped start years earlier) it's really brutal, and I liked how the new fear system changed up combat. It can be gimmicky, but it doesn't overstay its welcome. London is even a bit more modern in it and it's neat to be climbing around in an almost contemporary world.
 

Sayad

Member
1. Bloodborne
2. Metal Gear Solid V ; The rough diamond of the year, there's so much to love and hate about this game.
3. Rocket League ; lack of nearby servers really hurt my enjoyment of the game.
4. Resident Evil: Revelations 2 haven't played all chapters yet but RE finally got co-op right... It ruined the game as single player experience though, especially at higher difficulties.
 

Mr Git

Member
1. Bloodborne ; cemented as one of my favourite games ever. A wonderful mix of action and Lovecraftian horror, with some of the best creature designs since Silent Hill 2.

2. Rocket League ; Surprise fun of the year considering I hate football. Easy to pick up and brilliant local and online multiplayer.

3. Metal Gear Solid V: The Phantom Pain ; On the whole mixed feelings on this, but fuck if it doesn't have the most satisfying stealth-action gameplay ever conceived.

4. The Witcher III: Wild Hunt ; Some ropey gameplay doesn't detract from genuinely interesting characters and sidequests. I also played beat every Gwent player in the world (that I could find).

5. Splatoon ; Just excellent.
 

entremet

Member
What happened to the dude with the Wesker avatar who posted huge entries?

I've always enjoyed his list. I totally forgot his name.
 

SomTervo

Member
1. Bloodborne
2. Metal Gear Solid V ; The rough diamond of the year, there's so much to love and hate about this game.
3. Rocket League ; lack of nearby servers really hurt my enjoyment of the game.
4. Resident Evil: Revelations 2 haven't played all chapters yet but RE finally got co-op right... It ruined the game as single player experience though, especially at higher difficulties.

Watch your semicolons, homes
 

entremet

Member
Riposte? I think he's currently banned.

And that's a damn shame.

That's his name!

Papercuts, excellent posts reminded me of him. I think they used a similar template.

I've always considered doing a similar type of post, but I play mostly older games. I'm pretty behind always lol.
 

SomTervo

Member
Yeah, can't wait for Dying Light. Just holding out for the Enhanced Edition now.

As for the Jack the Ripper DLC, I really think it's worth it, especially if you like Evie. Aside from getting to go through the Rippers murders in a virtual world, the new side activities are fun and tie back into the main game (like going through and closing the fight clubs that Jacob helped start years earlier) it's really brutal, and I liked how the new fear system changed up combat. It can be gimmicky, but it doesn't overstay its welcome. London is even a bit more modern in it and it's neat to be climbing around in an almost contemporary world.

I'm very jelly you'll get to experience it first-time as Enhanced Edition. Considering how solid the game was first time round, even minor improvements like the new AI behaviours will be big step up. And the expansion is the size of the entire vanilla game, so you'll have literally double the game to play I had...

No doubt Enhanced Edition will be included in the 2016 GotY thread :)

Cool re the Syndicate DLC - hope that isn't a spoiler re Jacob's fight clubs though? I haven't finished Syndicate's mainline story yet

Love the sound of a fear system - it's something I felt the Batman: Arkham games never really capitalised on.
 

Courage

Member
I don't understand why people think RotTR is such a big step up from the 2013 reboot. The combat is still terrible, and if you wanted to bypass that with stealth, even that's rudimentary. All the upgrades and equipment you find is mostly unnecessary since none really drastically change how you approach encounters. You can comfortably get by stealth sections with poison arrows or a silenced pistol later in the game. It's certainly bigger, with a variety of gorgeous locales to explore. There are also more tombs and the puzzles in them actually require some thought to solve this time around. Unfortunately, there's only 9 optional tombs that are quite short, and the rest of the game's map is padded with somewhat meaningless collectibles in order to check off that modern open world game longevity box. I do appreciate the light Metroidvania elements they carried over though.

I'd say it's better overall, but not to the extent that I've seen some people claim it is. I think the next one is what has potential to be the Tomb Raider game I was awaiting ever since they announced they'd be rebooting the series.
 
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