Well, 2018 was another great year for games. Oh, come on, don't pout. They can't all be 2017. I actually played a bunch of old games this year, like Splatoon 1, which still has a very active multiplayer community, and even some extremely old games, like Quest for Glory 1, because that's the kind of thing I do. But I still played enough new games to carve out a top 10 list.
1. Dark Souls Remastered - [PS4] Okay, "new" might be an overstatement. It's hard to put into words my feelings about Dark Souls.
I spent more time in the PS3 version than any other game I've ever played - by far. I had a ton of great experiences in it and they've stuck with me all these years... The satisfying feeling of squishing a monster like a pancake with the Zweihander's 2-handed R2 attack. That tension you get when you slay one of the 4 kings bosses, and you're spinning your camera around trying to see where the next one will appear, not knowing left from right in the complete darkness of the abyss. The smug sense of superiority that seeps in after backstabbing a player, then instantly spinning around and parrying his friend. The dumbstruck awe you feel the first time you see Anor Londo at night - that most glorious city, once bathed in twilight, turned oppressively dim and deafeningly silent, yet still somehow beautiful. Or there's the satisfaction of casting crystal soul spear and watching it explode into an invader's back as he tries to run away.
Man, I love me some Dark Souls!
One time, early on, I got summoned in the cat forest by a Japanese guy in Ornstein's armour. I was a newbie who hadn't gotten up to Ornstein and Smough at the time, so to me this golden lion man seemed cool and mysterious. I was a bit baffled that we weren't moving in the direction of the boss, but 3 or 4 murders later I realised "Oh, we're just gonna stay here and kill everybody that invades...Cool!" We back stabbed and spell spammed our way to a huge body count, painting the forest red with blood. Everytime we slew an invader, Lion Man would drop a shiny prism stone at the place they fell, as if to commemorate their death. After a while I elaborated on this ritual by kneeling in the prayer gesture each time he placed a stone. Seeing what I was doing, he joined in on the kneeling. So now every time we murdered somebody, we held a little prayer group to send him off, and filled the forest with pretty stones doing so. A guy we had killed many times invaded and, realizing who we were, hurled himself off a cliff instead of facing us again. Lion Man did the shrug gesture, but after a moment of thinking about it, I pointed down at the ground. That still counts as a death. Taking my meaning, Lion Man dropped a prism stone and we said a prayer over it, wishing our flying friend a safe landing. It was silly and fun. Weird to think that we were communicating exclusively through the language of Dark Souls gestures as we ganked the night away.
Another time I was summoned at the start of Anor Londo and helped a guy through the entire level, beating every enemy, getting all the treasure and fighting off many invaders, we must have killed 7 or 8 reds. I actually screwed up and died during the boss fight, and the guy I'd been helping ran over to where I lay dying and bowed to me. As my screen faded to black, Ornstein and Smough were charging at him and about to connect with their attacks, but he obviously didn't care what happened to him next. He just wanted to pay respects because we'd been through so much together during our epic run of Anor Londo.
That's kinda cool.
I could go on with stories like this for quite a while, but the point is my memories of my Dark Souls adventures during days gone by are very dear and precious to me.
I've been able to relive them, up to a point, and even make new ones in the remaster. I've really gotten into Parrying and then swapping to dagger before the riposte, that's been cool. I never really used the 6 shooter crossbow much before, it's been fun to play with. Also, I have this thing where I became obsessed with giving all my builds 1 shoe. It's hard to explain my logic, but it's kind of a "reverse fashion souls weird flex." Beating a gank squad is always impressive, no lie. But beating them with 1 shoe on? Kind of a big deal.
But for the most part, though, I can't really recapture how things were when souls was young. For one thing, the game isn't as active as I'd like. It was fine for the first few months but it's dropped off a lot since then. You can't just put your sign down anywhere and expect to get summoned for any boss without a long wait. The PS3 version felt busy for years, perhaps because online was free, or because there weren't so many other games to choose from. There's also the issue that everybody knows what they're doing now. Perhaps because of how obtuse and strange the game is, for a good while after Dark Souls came out we were all kind of stumbling in the dark, like we were in the Tomb of Giants without a lantern. People would use weird spells and you wouldn't even know what they were, strange things would happen that you couldn't explain, theories would spring up about how mechanics worked and there were a lot of interesting discoveries. Not Anymore. Everyone knows where to go and what to do, they what's optimal and what's effective. It's all been comprehensively covered. Dark Souls has lost its mystique.
So I guess, what I really want, is the feeling of going back in time and experiencing what it's like to play Dark Souls in 2011.
And not even the Dark Souls of remasters can give me that.
2. Divinity Original Sin 2 Definitive Edition - [PC] Oh man, what a battle system! At this stage I've played through D:OS2 3 or 4 times now on various difficulty levels together with different people, and I feel like I really know what I'm talking about with this game. The battle system is the star, although it's no exaggeration to say that the quality of the story elements and the depth of the characters has improved a lot since Divinity: Original Sin 1. It's weird to compare them though. D:OS1's battle and crafting system were so broken (in a creative, fun way) that using them optimally made you akin to a god, overflowing with destructive power, with the world as your plaything. And you know, that kind of makes sense thematically, since the game is about your character becoming divine. But there's no denying that the game became too easy once you knew what you were doing. A high level crafter in D:OS1 could take a seashell, some soiled underwear and a broken twig and magyver them into a railgun that could one-shot the game's final boss on impossible difficulty setting. In contrast, crafting feels relatively useless in D:OS2, and your power in combat has been toned down a lot too, which leaves me with mixed feelings. But there are still OP tactics if you dig deep into the game's mechanics. Archery skills on high ground can be insanely damaging, and clever use of Apotheosis can be too.
With regard to the specific changes the Definitive Edition has over 2017's Divinity Original Sin 2, I have to say that Sir Lora is a disappointment. Sir Lora is a little Squirrel Knight who accompanies you, not as a playable character but as a kind of animal sidekick. His dialogue is fun and enjoyable, as is every animal's in this game. Seriously, playing D:OS2 without the "Pet Pal" (talk to animals) skill would be a terrible mistake. Thing is, Sir Lora has a nasty habit of getting himself killed when you aren't looking. I kept him alive to the very end of the game, reloading everytime he did something stupid like walk into fire or poison,
and it was a huge pain in the ass. It also served no beneficial effect, as when he dies you can continue to talk to his spirit, and all he is really good for is dialogue anyway. But I just can't let him die because I'm so obsessive, so this poorly implemented character lost me a lot of progress through multiple reloads. Hopefully by now Larian has patched him to have a big shield or infinite health or something.
Don't put yourself through the trauma of keeping this little dude alive, it's not worth it
But to speak more positively on the Definitive Edition, the hard difficulty setting felt more challenging and rewarding. And there were a lot of nice additions that improved the final big city you visit in the game, Arx. New battles that add satisfying endings to old quests, like a showdown with the demon who possessed the little girl in Driftwood, help enrich the game from a story
and gameplay perspective. And the new setpiece battle with the kraken in Arx harbour is thrilling and intense. Really, unless you don't like turn based battle systems, I can't recommend Divinity enough, It's got some of the most enjoyable, addictive combat I've ever experienced. Plus you can play not just 2 player but 4 player with your friends! And from a story perspective, you get to hear hilarious anecdotes from the sexual adventures of Lizard-men and Skellingtons. What's not to like? So.... Larian Studios, I think you know what you have to do.
You gotta make it a trilogy, baby! TRI-LO-GY!!! TRI-LO-GY!!!
3. Super Smash Bros Ultimate - [Nintendo Switch] I'll be straight with you. My idea of the ultimate Smash Bros game has a feature that this one is sorely lacking, and that's an epic, cutscene filled co-op story mode that's a complete fan service orgy. Something a lot like Subspace Emissary, the story mode from Brawl, but better executed. I know, I know, Sakurai doesn't want to do it because he poured a ton of effort into making Subspace Emissary, only to have millions of people watch it on youtube instead of playing the game. But to have this insane cast of characters and not have them go on a storied adventure is a huge missed opportunity like none other. Remember in Subspace Emissary, when Marth and Metaknight are chasing a flying bad guy with a bomb, and they both can't quite reach him with their attacks, and then you see this golden sword spinning in the air? With a cry of "GREAT AETHER" Ike appears out of nowhere and slashes the bad guy down with his signature move. I guarantee you people playing the game all over the world had an increased interest in and awareness of Fire Emblem in that moment. It's a long tail effect that's hard to quantify, I know, but these kinds of cross over moments have a special way of communicating the merits of a game character or series to the unfamiliar.
Isabelle is so CUTE!
Hell, it even works on me. I don't play Animal crossing. I just don't care for sim games where you fill a house with furniture or something and there's no real ending - that ain't me. But when I see Isabelle in this game? And she trips and drops a jar for her running attack, and gets totally surprised by the party cracker that is
her own sidesmash, and does so many other funny things like this? I'm like, "damn, this is a great character!" Now imagine if the game had a huge story mode with cutscenes. Solid Snake is trying to rebuild Outer Heaven and Isabelle is working for him as mayor (she's the deputy mayor of animal crossing town or some shit right?) She's like "Snake this won't work! We can't afford to feed all these soldiers just because you're buddies with them!" and Snake growls back "Paper work, again?
I'm paying you to make it work, Isabelle!! " "Well, then, it's coming out of your ridiculous cardboard box budget!" "WHHHHAAAAAT!!?? But I need all those boxes for my-" Suddenly everything turns slow motion as a Metal Gear Rex bursts through the wall behind an open mouthed, wide eyed Snake. Isabel does a commando roll and reappears with a bandana and an uzi in each hand, firing both as she dodges Rex's gunfire. Snake parkour style leaps off of girders and scaffolding and acrobatically lands atop Metal Gear Rex. multiple slow-mo shots show his astonished face from different angles as he turns to see the pilot. None other than....Tom Nook, the evil raccoon from animal crossing! Cut to gameplay where Snake and Isabelle team up to fight the enormous Metal Gear.
Man, what is happening to me? Should I get a dog or something?
Now I've never bothered to play Animal Crossing, but if they filled this game with scenes like that then I'd be on Amazon going "5 Animal Crossings please, shut up and take my money!" And you know if Nintendo spent the resources to do a big story mode they could pull it off because of how well they've done the character reveal trailers. The Simon Belmont reveal trailer where Luigi comes face to face with Death's scythe and Simon shows up just in the knick-of-too-late to save him was sensational! But imagine actually playing the adventure of this unlikely duo as Luigi and Simon took on vampires and werewolves together? An outing starring Simon as the straight man and Luigi as the very wobbly man could have all kinds of great moments. Sonic and Captain Falcon could have a race around the world in the spirit of Superman vs The Flash, Samus could use morphball form to enter Pacman's maze and assist him, Joker from Persona 5 could try to change Wario's greedy heart...there's so much fun stuff they could do and it's a shame to see the opportunity wasted. I don't say this as an indictment of World of Light either. It's okay. I disliked it at first... eventually it grew on me and I'm fine with it now. But it's a case of trying to do a lot with a little, mostly likely to make sure Smash got released by its 2018 deadline, and the game's adventure mode could have been
soooo much more.
When it's the holidays, relatives are inevitably going to bring their kids over, and they're inevitably going to want to play Smash because it has Pokemans in it. But if you just let them play against each other, those little kids will get frustrated and get vicious with each other. It won't be long before (again, inevitably) a real fight breaks out, kids being kids, and they'll be screaming and whining and maybe worse. So you gotta have co-operative gameplay options ready. All-Star mode is okay. Having them play team vs bots is okay. But an epic, cutscene laden story adventure that's a fan service filled love letter to gaming's finest characters hits it out of the park like a perfectly spaced sidesmash with Ness's baseball bat.
AND it does your marketing for you. That's all I'm saying.
"May I have this dance, hot space lady?"
Putting my rant aside, there's a very positive point I must mention that does fit my vision of the ultimate smash game.
EVERYONE. IS. HERE! With such an impressive roster, Sakurai has got you covered, even if your favourite fighter is Young Link, or Snake, or Roy, or the other Roy from the Koopa kids...he brought them all back! And it's not just that all these characters are here,
it's how much attention to detail has gone into including them. The way Simon walks on stairs is just like the old Castlevania games. Link's mastersword fires a beam when you're at zero damage. Pacman's level is just like his old platformer arcade game. True to their games, the Inklings from Splatoon take damage in water. And Ken Masters looks like his old self, instead of an escaped asylum patient with bananas on his head! Speaking of Ken, go at it as Ken and Ryu with your buddy, and when one of you does a frame-perfect shield, it will come out as a Third Strike style parry! How cool is that? The game has 75 lovingly represented characters... And that number is GROWING! That's
pretty damn ultimate if you ask me.
Now let's add Tanooki Mario, Leon Scott Kennedy (RE4 version) and Artorias of the abyss!
4. Dragon Quest XI: Echoes of an Elusive Age - [PS4] When I played through Dragon Quest VIII on the playstation 2 in 2006, it was a magical journey filled with joy and adventure, but it was also kind of a tedious grindfest. I'm an obsessive type, and I wanted to do everything there was to do, so my playtime was a whopping
288 hours! I did love DQVIII, really. but the memory of slow loading, drawn out battles against weaker enemies that required no other strategy than pressing x, waiting and pressing x again haunt me to this day. I've not touched another Dragon Quest these past 12 years...
UNTIL NOW.
The game just looked too good. And It kept getting all these 9s and 10s...I couldn't resist the call to adventure. But I resolved to do things very differently this time, with minimal hours wasted grinding or being lost looking for things. So I rushed through dungeons fighting each enemy type only once. Unless I thought they had some loot I needed or that a metal slime would show up, I would just run past enemies I'd already seen. This kept me from having too many grindy battles, but it also had the bonus effect of making boss fights more challenging and strategic, since I was under leveled. By the time I reached the game's "final boss" I had spent just 80 hours adventuring and my characters were only level 49! However, that didn't mean much because the post game content was basically an entire 2nd game. They kind of do a time travelly thing that connects the story to older Dragon Quests, and you do an alternate adventure with different substories and much greater challenges. After adventuring in the post game for a while and deciding I needed some guidance, I shamelessly looked up videos on where to go and how to farm experience from metal slimes. With the technique I used it took about 6 hours of grinding to go from level 60 to level 99! My final playtime was 150 hours, but maybe 8-10 hours of that was grindy. The bulk of it was spent enjoying the story, playing minigames, exploring cities, crafting awesome weapons for my crew, doing quests and fighting challenging, enjoyable boss fights. I went and found every secret treasure and every hidden boss in the game, seeing everything there was to see in this enormous adventure... all without the regret of slogging through tedious battles the way I did in DQVIII.
If you want a wonderful jrpg quest filled with imagination and charm, I'd say Dragon Quest XI is a great place to look. It's got fun party members like the the Sassy know-it-all Veronica and the excessively flamboyant Sylvando. It's got whimsical humour like a Japanese style village where everyone speaks in haiku poems, or a town where everyone is cursed to do silly dances 24/7 until a dancing demon is slain. You'll escape spooky dungeons, walk on a bridge made of rainbows, even visit a kingdom of mermaids under the sea. "Just say NO" to grinding and you'll have a flying whale of a time.
5. Into the Breach - [Nintendo Switch] This is another case of a wonderful Indy strategy game that is perfect on the Switch. There's something peculiar about how addictive this game is, doing so much with so little. Each tiny map only has so many grid spaces, where your itty bitty army of 3 merely has to hold their defenses for 5 turns...It really doesn't sound like broad enough parameters for a deeply rewarding turned based strategy experience,
but that's exactly what Into the Breach is. Those juicy bonus objectives, the enticing upgrades, and the interesting chess-like turns you take keep me replaying the game over and over. It's at the point where these few short sentences describing the game have taken me hours to type because I repeatedly decide to do "just one more map." Once more, into the breach dear friends!