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The Top 100 Greatest Video Games of All Time (IMO)

SolVanderlyn

Thanos acquires the fully powered Infinity Gauntlet in The Avengers: Infinity War, but loses when all the superheroes team up together to stop him.
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*Crosses fingers*
 

Nuu

Banned
06| Ys Origin

Released: May 31st, 2012

Available On: PC


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It could be argued that Falcom was the last developer to come stateside after the Japanese RPG floodgates opened. After Final Fantasy VII became one of the best selling games on the Playstation, it seemed that every Japanese role playing developer moved their titles stateside. Enix quickly hopped onboard, as did Namco. Atlus took a few years but was soon solidified, as did Nippon Ichi. However, there was one developer who's presence was glaringly absent. And that's the developer who arguably started the entire genre in Japan. Falcom was developer mostly known for their action RPG titles in Japan. Mostly known for the Ys and Xanadu series, Falcom published tons of quality action RPGs in Japan. They even ventured successful with traditional turnbased JRPGs with the Legend of Heroes series. To be fair, these titles were released in the West, and to very high praise. The NES release of Faxanadu was said to be one of the best games on the system for the few who played it. Ys for the PC Engine was ground breaking at the time, thanks to its cutscenes, voice acting, and CD quality soundtrack. However, despite these two titles being well respected, neither series received another Western release for decades. And for a quality port, it would be even longer.

A big reason for this is because unlike every other Japanese role playing developer (or really any other Japanese developer), Falcom did not focus their products on consoles but rather the niche Japanese PC market. And while there was a clear market for Japanese role playing games for consoles, it wouldn't be for nearly a decade and a half later until PC market was proven to be a friendly place for Japanese role playing games. But for the longest time Japanese role playing games, and really Japanese games in general, were seen as a nonexistent market for the Western PC market. As a result Japanese developers rarely localized the PC versions of their games, and this included Falcom. In fact, Falcom's games didn't begin being localized on the PC market, but for the console. The studio moved production to consoles/handhelds due to the fact that PC niche market eventually shrank too small even for Falcom. Thus a lot of their previous titles began to be ported to the PSP. They were pretty successful, and thus Falcom kept porting.

In an odd twist of events, thanks to Square-Enix taking the chance with the port of The Last Remnant and Carpe Fulgar localizing the extremely niche but addicting Recettear: An Item's Shop Tale, the PC market was proven not just to be viable for Japanese role playing games, but showing that the genre was actually in high demand. As such, Falcom began porting all of their old classic PC titles, which almost all of them selling very well. So well in fact that they are now starting to port their recent titles to the PC exclusively for the Western market. Quite the contrast to Falcom's previous viewpoints of the Western PC market.

Now since Falcom began their PC and Sony portable localization binge there have been plenty of quality games they've brought over the Western shores. As a matter of a fact, I'd argue that all of these games are of high quality, accept maybe Ys VI. If I had to pick one game though to take the top spot, I would easily pick Ys Origin. The reason is very simple, it is the best action RPG ever made, and I do not bestow that claim lightly.

To explain the game, it would be best to explain its context. Falcon would truly make the jump from PCs to handhelds in late 2007 in Japan. Ys Origin was the last full, ground up, mainline major title they were developing for the PC. It was, in many ways, a signal to the end of an era. As such, Falcom truly gave it their all with title. In truth, there is nothing unique or innovative about Ys Origin in a core gameplay sense. The player can select between two (eventually three) characters each with their own unique play style. They then explore a, pretty linear, dungeon as take out enemies, solve puzzles, and fight tough bosses. What makes the game stand out is just how well everything packaged.

The combat is wonderful. It may not be Bayonetta, but is extremely satisfying as it is so fast and frantic that it keeps the adrenaline rushing. Each character plays completing different from a traditional hack-n-slash character, to a long range "bullet" attack character, to a rush down down in your face character. There is something for everyone to choose from. To add to that, each character has their own unique story in the game. The truly get the entire experience and understand what is going on, one must play each character to see the story through "their eyes" so to speak. It is very enjoyable and adds a lot of replay value.

The level design is top notch. Darm Tower isn't most challenging dungeon in gaming, but it is very fun to transverse. The way enemies are placed and distance doors and different levels are from each other just make for such a smooth and seamless experience. The boss battles are "epic" and just so intense. And the story more than holds one's attention and truly fleshes out the characters, their unique personality, and their struggles. And the music. The music! Holy shit! THE MUSIC! THE FUCKING MUSIC! Ys Origin comfortably has the best soundtrack I have heard in all of gaming. I realize that I often complement an entry's soundtrack on this list, but believe me Ys Origin is the absolute pinnacle of this category.

Add in a ton of replay value, great tie ins with the other entries in the series, and various hidden tidbits, and you have a must have title for anyone's RPG collection. There really isn't anything else to say about Ys Origin, it is simply the best of the best. The ultimate action RPG.



05| Shin Megami Tensei IV

Released: July 16th, 2013

Available On: Nintendo 3DS



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To say that Shin Megami Tensei III: Nocturne was a breath of fresh air when it was released on Western shores in 2004 is an understatement. Long after the twilight of JRPGs heydays, the subgenre began to grow stale, with quality release not seen for quite some time. It took the traditional blue sky adventure shonen formula and switched it into a dark occult modern horror fantasy setting. The usual brain dead turnbased battle system with a boring linear overworld, became a highly tactical and strategic turnbased battle system with the entire game being designed as one big dungeon. The title single handedly spawned the series to become a mainstay in the West and aided Atlus in becoming a dominant publisher for niche Japanese games.

Over the years there have been plenty of entries to the series. Such as the Digital Devil Saga titles, the Devil Summoners, Strange Journey, the Personas, etc. However, it was quite some time before an actual full numbered sequel was released. To gamers who don't know much about the series, it was kind of like the wait for Street Fighter III. The studio kept churnning out all of these spinoffs, side-series, and technical sequels. However, they never really made a game that was actually a full numbered sequel. Eventually that changed in 2013 with the release of Shin Megami Tensei IV.

First, I have to address the giant elephant in the room. The game was made for the Nintendo 3DS, a handheld. This initially disappointed a lot of the fanbase as the series was traditionally associated with home consoles. Now while the series was never known for its crazy production values through most of its life, the third entry of the main franchise had a bit of a production going for it at its time, being that it was fully 3D with tons of character models and ambitious dungeons. Now to be fair this is a valid complaint, as Atlus probably could have upped the presentation department significantly if the game was on a PS3 instead. However, thinking of it, the game more then lived up in pushing boundaries in more ways than one.

To begin, I'm going to describe just the type of game Shin Megami Tensei is. The mainline series is basically a traditional dungeon crawler meets a traditional JRPG meets Pokemon. There is a main overarching story that the player has to go through with character development, world building, etc. This combines with the usual crafting of party members and the like. Though, it's the type of party members one gets that's interesting. As the player fights enemies they can choose to either kill them or "negotiate" with them. Basically instead of throwing balls in their face to get the enemies on your side, you have to talk with them and convince them to join you. If successful, then the enemy will be part of your team, if not they'll either attack you, run away, or run away and steal something. Instead of being "pocket monsters" the enemies in the game are straight up demons from an alternate universe. They look dark and satanic which makes them appealing in a weird way. One can level up these demons with experience or by fusing them together with one or more demons to create an even more powerful demon. Though it just isn't the power of a demon one has to keep in mind, but also the skills they have in order to help one's party. Finally, one also transverses the world and visits different lands, but unlike other JRPGs, the entire world is basically one giant dungeon as all the maps have a maze like quality to them.

In short, Shin Megami Tensei combines three main types of RPG genres and creates its own thing that appeals to a specific type of gamers. So how does the fourth entry in the series fair? Pretty damn well actually. Sure there were some changes that some may have mixed feelings about, but overall it is an extremely solid entry in the series. The first thing one notices is that the title is very clearly designed for a handheld. Unlike the console versions of the game, dungeons and areas are much more bite sized. This isn't to say that they are easy, but transversing the average map/area in the game can probably be done in twenty minutes or so, compared to the console titles which are usually around three times that. The main story also takes a bit of a back seat to the sidequests which truly make up the meat of the game, as players will find themselves exploring the world and random areas to take out hordes of enemies, hunt for items, or challenge hidden bosses.

This may all seem very eyerolling, and in most titles it usual is. However, Shin Megami Tensei IV makes the exception in that this format gives more than it takes. The bite sized dungeons are admittedly a bit disappointing, however there are so many areas to explore and venture through it eases the pain. The side quests don't detract from the single player campaign and do well to flesh out the world. They also work in synergy with bite sized dungeons in having the player go through an act with boss fight and all in a reasonable amount of time. And as cliche as this sounds, these two things also makes the game very easy to pick up and play, as well as results in it being very replayable.

The presentation of the game is great. I don't want to spoil too much, but let's just say that the game manages to serve fans who both are accustomed to traditional medieval style settings, as well those who enjoy modern settings, and those who enjoy the "not so distant future" settings. The lore is very well done and one can easily get lost in the world. There is also a bit of interesting philosophy thrown in the story, even with moral choices that truly effect the gameplay, even to the point of one half of the game being entirely different due to it. The only downside is that this is no Witcher, as the choices are pretty literally either black, white, or gray.

As usual by Atlus, the soundtrack is superb. Atlus really went all out to give the game its own style and unique feeling. Plus soundtrack art is some of the best I've seen. I mean...look at this!

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THAT is an album cover. It really reflects the quality of the game.

In short, Shin Megami Tensei IV is a fantastic game. Despite being on a handheld, it managed to push the boundaries of the series and the JRPG genre. Also, much like Kid Icarus: Uprising, it significantly upped the standards of what developers should be doing for their handheld entries. Shin Megami Tensei IV may have been on a handheld, but it truly earns that number at the end of its title. It is a full fledged sequel and continuation of the previous titles in the well regarded series. Atlus knocked it out of the park with this title, and it deserves all the recognition.



04| Xenoblade Chronicles

Released: April 6th, 2012

Definitive Version: Wii; Also On: Wii U eShop, 3DS


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If you were to ask any JRPG fan, they would largely agree that the '90s was the "Golden Age" for the genre. Not only was it when the genre came to its own, but so many ground-breaking titles that have aged like fine wine were released then. Titles like Chrono Trigger, Final Fantasy VI and VII, Xenogears, Dragon Quest III and V, Secret of Mana 2, Earthbound, the list goes on and on. Not to mention if one were to include the dawn of the new millennium, then titles like Skies of Arcadia, Pokémon Silver, and Final Fantasy X would be included as well. After the early 2000s however, the genre began to slow down a bit.

After another brief boost in quality of, mostly forgettable, JRPGs during the end of the PS2s lifetime, people were waiting for the next wave of quality JRPG titles. The thing was, was that people were expecting games to push the genre more than ever before. Due to the power of the PS3 and Xbox 360, developers were now capable of making much more vibrant and elaborate game worlds than ever. This obviously had many fans of the genre very excited. Unfortunately, there weren't any real quality titles that grabbed the bull by the horns when it came to pushing the envelope. The Last Remnant, while a quality game, didn't really do anything from an ambition standpoint to push the genre that previous games did not. The Mistwalker Xbox 360 games developed a cult fan base, but were criticized by playing it too safe. Most notorious however was Final Fantasy XIII in which failed to push the envelope to the point that having towns in the game was ditched due to them being too "difficult" to do in HD.

The generation was about to come to a close, when finally, a title comes along that truly pushes the genre in all the right ways. After around a two year wait, Xenoblade Chronicles finally reached American shores. It was title that focused huge on exploration with gigantic maps to explore, contained tons of side quests that tie into the main plot, a battle system that was an evolution of the semi-real-time type, and over course a huge epic story that spans dozens upon dozens of hours. If there was juggernaut of the genre that one could point for that generation of consoles, it was Xenoblade Chronicles. But the irony of all of this, is what the game was released on. The title was developed ground up for the Nintendo Wii, a system that was basically inline in terms of power with the then previous generation consoles. It turned out that the most "next generation" JRPG experience was on last generation technology.

So, what made Xenoblade Chronicles so good? To put it simply, it's a game where the developers put every ounce of their effort to make it as great as possible. Xenoblade Chronicles is your typical epic adventure JRPG. It focuses on a group of party members focused on vanquishing evil as they travel along a series of maps and encounter tons of enemies and bosses that the player needs to defeat until they reach the end. Again, it's typical, but it is all so well done. In terms of gameplay the battle system, while having its kinks, is very unique and pretty solid. The enemies, and especially bosses, do a great job in testing one's skills and abilities. The level design is sublime. Not only are the maps gigantic, but they are very interactive, layered, and most importantly, fun to explore. Throughout the maps are multiple secrets in the form of items, monsters, quests, and tons of easter eggs. This is the type of game where you definitely do not want to simply go from point A to point B.

The presentation however is also superb. The game's world just feels so alive with so much going on in terms of lore and politics. The characters are very appealing and likable. And story in general is pretty fucking cool and will definitely suck you in. It's a good thing too because the game is very long. It lasts around eighty hours or so and gives you tons of stuff to do throughout your journey. The graphics are spectacular and when playing upscale on HD, the game could easily pass an Xbox 360 title. The soundtrack is splendid, with music the complements the atmosphere very well.

Of course, the game isn't exactly perfect. While the story has great pacing, the difficulty doesn't. It's very difficult to have a game that has good difficulty pacing that also puts a lot of focus on side quests. What often happens is that those who do a lot of the side quests will find themselves too overpowered and will be able to blow through the game, while others who just want to focus mostly on the main story will find themselves fighting enemies and bosses that are next to impossible. While the same games that get it more right than others such as Shin Megami Tensei IV or The Witcher III, Xenoblade isn't one of those games. Far too often I found myself getting stuck on a very difficult boss battle in which I had to level up my party two or three levels. This usual took an hour or two to accomplish, and while it wasn't so bad because I mostly did it via side quests, it was very annoying. I feel that much of it is because of how misleading things are. One could have party that is able to trounce all of the surrounding enemies, but then receive a beat down from the map's boss. Being honest in any other game it would be enough to really sink my impression of it, but the highs of Xenoblade Chronicles are so strong that they easily tower over the lows.

Besides that, there isn't much else. As far as I am concerned, Xenoblade Chronicles should be the defacto standard for any "epic" adventure JRPG to follow. Despite premiering at the beginning of this decade it still comfortably holds that title. The developer, Monolithsoft, did make a sort of sequel to the game called Xenoblade Chronicles X for the Wii U. It was similar to Xenoblade Chronicles only that it focused way more on the side quests and way less on the main plot. As a result, the game suffered tremendously. And while the title has its followers, most agree that the originally game was superior. Thus, during the Nintendo's new console reveal, Xenoblade Chronicles 2 was announced, the "2" emphasizes that this entry will be more in-line with the first game. Personally, I am cautiously optimistic, but either way, the game has some huge shoes to fill.
 

Nuu

Banned
03| Sin & Punishment: Star Successor

Released: June 27th, 2010

Definitive Version: Wii; Also On: Wii U eShop


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The Wii's success really caught everybody off guard. It caught Nintendo off guard, it caught retailers off guard, it caught the press off guard, etc. However, those who were the most surprised by the system's success were the game developers. They couldn't have imagined that the system would be such a runaway hit. However, while the console was flying off store shelves and racking up a huge install base, developers didn't know what exactly to do with it. Outside the obvious unique control scheme being a problem, there was also the fact that gamers associated with the Wii were primarily seen as casual gamers. Basically women in their 30s and 40s, middle aged men, and really people in general who aren't that into games. Most publishers figured the best way to go about this was to release their casual oriented titles on the Wii while releasing their more hardcore title son the Xbox 360 and PS3.

Despite this, there were some developers who attempted a third option. A way to bridge the gap between casual gamers and hardcore ones. During the late 2000s and early 2010s a lot of arcade type games appeared on Nintendo's console. The thinking was, "well casual gamers and hardcore gamers used to play in the arcades back in the day, why don't we just make arcade games?". Thus a lot of arcade games began appearing on the system. Games like NBA Jam, Jumbo Safari, and Tatsunoko vs Capcom were released for the system. It also arguably became the "go to" system for music games such as Guitar Hero, Rock Band, The Michael Jackson Experience, and Just Dance. But the most obvious example of this arcade phenomenon was with light gun games. Resident Evil: The Umbrella Chronicles, Resident Evil: The Darkside Chronicles, Deadspace Extraction, and most famously House of the Dead: Overkill.

But of all the arcade games released on the system, by the best one by far was Sin & Punishment: Star Successor. An unlikely sequel to the cult hit that bombed, the game is a rail shooter in which the player controls the cursor and the X/Y axis of the character as they run along shooting at enemies. It is a very simple premise, but like most games by its developer, Treasure, it is very well done with a ton of chaos. This is a game that starts at a 7 for the prologue level, then rapidly switches to a 10 for the first level, but somehow breaks the dial so the rest of the game is stuck at a 10. The entire pace of the game is so fast and frantic that it gives one little time to breathe. It's either a constant stream of enemies and bullets in your face, or a huge boss battle...often with a constant stream of bullets in your face. The game is relentless and just does not stop.

This alone would be enough to put it on the list, but the game doesn't stop there. Unlike most titles in this genre, Sin & Punishment: Star Successor is not a shooting gallery. The environments are very interactive, the camera constantly changes angles, and often the game will switch to different genres such as becoming a side-scrolling shooter or even beat-em-up. The entire thing is a rollercoaster ride.

I can't really talk about the gameplay without mentioning the control scheme. This is a game that was made for the Wii controls. The Wii Remote and Nunchuck are simply perfect for the game. One just simply points the Wii Remote at the screen to where they want to shoot and presses the trigger. The nunchuck feels nice and his light weight, so one can constantly move the stick and not get tired. There really isn't a better control scheme for the game. It's as if one is playing with arcade control hardware.

Presentation wise the game is good. The graphics are detailed, the voice acting is kinda bad (but in a good way), it has a nice artstyle, and the music fits. My only complaint is that the protagonists look very generic. It is a huge step down from the first game which had cool, though very '90s, looking protagonists. Outside of that I have no complaints about the game, even when I often replay it.

Treasure is a developer that has been on this list multiple times. There is a good reason for that, they are very talented and have quite a cult following. Unfortunately, they also haven't released a game in any form since 2014. What's worse is that it was rumored that the studio was done making games. Today, there isn't a single game that the studio announced. It is very possible that Sin & Punishment: Star Successor was the last retail notable budget game from the well regarded studio. If that is the case, I can't think of a better release to go out on.



02| Skullgirls: 2nd Encore

Released: April 10th, 2012

Definitive Version: PC (All major OSes); Also on: PS4, PS3, Xbox 360, PS Vita.


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I still remember when I first ever found out about Skullgirls. I was enamored by the fact that the developers were making a game with cartoon quality ”sprites". However, I was very distasteful about the game's art style as well as some of the character's more...comfortable outfits. I didn't think much of the game after it released on consoles. It seemed to have waned in popularity. Eventually the game launched a Kickstarter that was funded by fans in order to give the game an updated release on the PC. Wanting to try out another fighting game and being bored of Street Fighter IV I decided to buy Skullgirls on a whim. Little did I know at the time that I would eventually enjoy the game so much and take it so seriously that I would end up actually going to a major fighting game tournament for it.

Why did I end up taking the game so seriously? The answer is because it was worth it. Skullgirls represents everything an ideal fighting game should be. It's very easy to get into thanks to having one of the most comprehensive tutorials and training modes in a fighting game ever. The characters are all diverse and very balanced so you have a wide array of fighting styles to choose from. Getting skilled at the game is very enjoyable partly due to how smooth the progression is and also partly due to the fact that the more you learn the more you things you can figure out that you can do.

Last but not least, the game contains a small yet very active and friendly community. This is the type of community where players will outright volunteer to help you get better at the game at their own expense for no other reason to want to see you get better at the game. There has been more than one time where players of the game have actively invited me to the game's training room to show me how to play each character and the game's fundamentals. Ironically I have done the same with many casual players, I guess it is contagious. This is a huge welcome compared to my previous experience in fighting games where I'd simply get yelled at or made fun of, I'm looking at you Street Fighter.

Skullgirls is a game I went from playing random online matches in my dorm room, to attending online events, to actually attending a tournament because the game is worth it. It is very enjoyable to play, the community is passionate, and the game always offers options to experiment and improve on. Add the fact that the game is balanced to the point where even the highest skill players don't even look at tiers, and you have the greatest fighting game in existence.

Update: It's been a while since I started this. The tournament was a blast and was so fun that I no regularly go to locals. I've met a lot of people through this game and have had hundreds of hours in playthrough with it. In many ways Skullgirls is a game that has truly affected my life not just in an entertainment aspect, but also a social one as well. This also ignores that this game keeps getting better and better the more I play it and the better I get. I stand by my initial claim that this is the best fighting game of all-time.



01| Half-Life² (includes Episode 1 & Episode 2)

Released: November 16th, 2004

Definitive Version: PC (All major OSes); Also on: PS3, Xbox 360, Xbox.


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Every gamer has that one game in their lives that leaves a humongous impression. That game that feels less like you are playing a game and more like you are engaging in an experience that will last with you for a lifetime. The ”Star Wars experience" I like to refer to it as. This often comes from releases in the medium that were so polished and so far ahead of their time that there was literally nothing like them. It was as if you were playing a masterpiece from the future. This perfectly describes what it was like playing Half-Life 2 around its mid-2000s release. At the time there was literally nothing like it. No game had such a cinematic experience where ”you controlled the player". No game had such spit polished pacing. No game did such a perfect blend of graphics, art style, writing, and atmosphere. No game incorporated so many game design innovations that relied so much on technical power. And no game certainly did all of the above. That is what made Half-Life 2 such a special game.

Reading the list above, it would seem this game would be classic case of ” good for its time but has aged badly". However, replaying the game last year I was shocked how well it held up. It wasn't just the fact that the game's actual gameplay is still as sharp as ever or that the pacing is still the best the industry has to offer. But the fact that what made the game so incredible over a decade ago still hold up today at nearly the same caliber. The textures may not be the best but the graphics are amazing thanks to the art style and incredibly detailed animation. The cinematic feel of the game is still virtually unrivaled, which can be thanked due to the fact that the game is so excellently directed. The character's animate well and act natural, the acting is top notch, and there is always something going on so you aren't bored. But most of all the game has an unparalleled level of detail. Just walking around City 17 is enough to explain the entire situation of the world. Martial Law is intact as you see combine patrol the area and harass citizens. The city is an empty wasteland with the only human life seen are either the oppressive troops or citizens squatting in building fearing for their lives.

That said, the game isn't completely flawless. There are minor scuffs of the game showing its age. The set pieces, while amazing, aren't as detailed as they should be and can take me out of the experience as a result. While the gunplay gets the job done and certainly ”feels" good, it is definitely a bit on the simplistic side. And the variety of enemies could certainly be improved. However, nothing is flawless. Playing Half-Life 2 today is the video game equivalent of watching on of the movie greats such as Indiana Jones or Star Wars. Sure it has aged in some ways, but for the most part it hasn't, especially in some things where conventional wisdom says it should have. It's a testament to the game's staying powering and showing the game will likely hold its title as one of the industry greats.

Yet despite the game achieving such high standards, Valve managed to strike lightening in a bottle continuously. Releasing the subsequent game as bite sized episodes may have had many fans worried, and while it should have resulted in the game's decline in quality in retrospect, in reality Episode 1 and 2 are every bit as good as the groundbreaking game they are built upon. While they weren't technical marvels at their time they still retained the razor sharp pacing and design the previous game maintained. Playing through the games never feel like a chore and there is always something going on that will hold your interest.

However, I feel that Half-Life 2 deserves the number one spot on this list due to two simple facts. The first is what made Half-Life 2 stick out so much was that it was a true ”next generation" experience at the time. Prior to Half-Life 2 no game had ever had such tight pacing, immersion, and a quality cinematic experience. Since the game's release the entire industry has been headed in that direction. It seems that nearly AAA game puts a strong focus on a cinematic experience. Trying to blur the lines between game and film. Yet even in that context nothing has come even within spitting distance of Half-Life 2. Part of the reason is because Half-Life 2 wasn't supposed to push the medium in a way to blend game and film into one, it was meant to push the medium to see just how far gaming can go in the strengths it excels at such as immersion, interactivity, and of course fun. This is something modern developers should take note of. The second reason is because the game is simply that good. And what better way to end this write up by just stating that as it compresses everything I've said into just five words. Half-Life 2 is just that good.
 
Hm, that's pretty high for SMT IV. I thought the soundtrack was pretty weak, story serviceable, characters almost non-existent, and the map is a huge pain to navigate. It's not terrible, but I would never place it that high.

Edit: Haha, OP with the curveball.
 
If there is one thing I am getting out of this thread, it's that I need to go back and look at the Wii Virtual Console! You can still buy stuff off of there, right?
 

Jisgsaw

Member
SMT IV in the list, but not Nocturne?
That's a lot effort you wasted in making such a trash list OP

/s, obviously. I'll have a lot to read in the next days...
 

wamberz1

Member
Holy shit, I was expecting something boring and generic like bloodborne or zelda, but OP actually delivered. HL2 the GOAT
 

Chairman Yang

if he talks about books, you better damn well listen
Kudos on highlighting some very interesting games. I know it's an order of magnitude more difficult to create, but if you make a video version of this, I'd love to watch it.
 
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