Week In Gaming 12/20/2015

The Week of Star Wars

This week was all about either waiting for Force Awakens or riding the high after seeing it.  Some other stuff happened in the middle, like on Tuesday I went yet again to RiffTrax with some co-workers and had a blast.  This time around was Santa Claus and the Ice Cream Bunny, and apparently it was a slightly new version where they include the story of Jack and the Beanstalk instead of apparently Thumbelina.  I have to take their word for it, because I did not manage to catch the previous version.  However coming up is a rebroadcast of Starship Troopers, which is one of the Riffs that happened before we started doing this as pseudo team building.  In truth it has very little to do with building morale… and more to do with the fact that we just share a similar sense of humor.  So I am looking forward to that in mid January.  The only negative with this week however is that quite literally I did not actually get to spend any length of time with my wife until Friday.  On the nights I had free she was up at school doing prep work for the end of the semester and the rest of the nights I had something going on.  I am really looking forward to the break however… because we tentatively have planned a movie marathon for Christmas day.  My wife has not seen the original Star Wars films since the theatrical release of the special editions in college.  So right now the plan is to marathon through all of them and take her to see Force Awakens afterwards.

Whole Lotta Nope

Week In Gaming 12/20/2015

There has been a lot of buzz about Black Desert Online, and largely the thing that everyone seems to talk about is just how detailed the character creation system is.  You certainly can create a bunch of really pretty characters, but for me at least that is where the game starts to fall apart.  I had largely avoided this game, because I didn’t like the concept of having classes tied to gender and to some extent “race” or what passes for race in the game.  So to play the berserker type class, you have to play this mammoth Giant race of a character.  My trip through Nopeland started however when I tried to install the game.  I had all sorts of issues just getting the installer going, and when I finally got it loaded it booted up and sat on a black screen for fifteen minutes or so before finally loading into the game.  The interface itself…  feels cheaply made and I am really not sure how to quantify it other than that.  Once you get into the game… you have an action MMO driven off of left and right mouse buttons.  I tooled around the starter area and honestly…  I just didn’t like what I was feeling.  It does a thing… that many other games have done better.  Sure the character creator allows you to pretty much live any possible player fantasy as far as looks go… but the game itself didn’t feel that fun.  So at this point I have already uninstalled it, and will throw this game is the same bin I tossed TERA.  Extremely pretty, but didn’t feel like I wanted it to feel.

Mount Chase

Week In Gaming 12/20/2015

I am not really sure how I allow myself to get drawn back into holiday events, but right now there is one happening in World of Warcraft that has a chance of dropping a Yeti mount.  Since the very first Winter Veil event, I have had an affinity with the Yeti, and used to save my charges of my mechanical Yeti each year so I could play with it off and on.  Similarly when they added the first mechanical yeti battle pet… I had to have it.  So it is no surprise that I am finding myself doing Holiday dailies each day in a vague attempt to get a Yeti mount from one of the Savage Gift satchels.  I am going to be pissed as hell if I do not manage to get one this year.  Essentially each day has the same basic flow, where I start with Belghast and cycle through all of my characters that can do the holiday quests… mailing all of the tokens to Belgrace on the horde side and then purchasing four savage gifts…  only to be disappointed moments later when none of them yield the mount.  I have managed to pick up the pet, so that at least is a positive.  Of all of the holiday mounts I have chased over the years…  I have very few of them.  The king of all teases has to be the Headless Horseman mount, that I always make attempts on… only to be disappointed when I have zero luck getting it.  The love rocket is another one, but that one I really don’t have much desire to get… other than for completion purposes.

Proper Tankadin

Week In Gaming 12/20/2015

This week a lot of my focus has been on the MooCowAdin, largely because he is the one opening all the Savage Gifts.  The root of my focus however has been to get a good weapon, which I FINALLY have in the form of the sword above.  It is a blue baleful that has been upgraded to 705 via the 20,000 apexis crystal token and two valor upgrades.  Finally I now feel like a proper tank, and am finally what I would consider a viable option for the Sunday night raid.  As a result I have been doing most of my daily quests in tanky form to get used to doing all the tankadin things.  I have to say I am absolutely in love with Light’s Hammer.  It is like the best possible version of Death and Decay… it slows and deals damage to enemies… and heals allies at the same time.  Who could ask for more?

The Orclock

Week In Gaming 12/20/2015

My downtime character is still Belghula the Orc Warlock.  I am enjoying leveling by dotting everything up and running around like mad until it dies.  Thanks to Tam for teaching me the ways of playing a damage over time class Week In Gaming 12/20/2015  At some point I need to start with the dungeons… but right now I am sitting just shy of 20.  The Northern Barrens are getting a little stale, so I am hoping that soon I will get the quest starter to jump to the next zone.  I’ve not really made it terribly far in the horde side quest chains, so I am kinda amped to see the later areas.  I am also working on leveling Tailoring so I have a bag maker, and enchanting so I have the ability to do enchants.  The next character I run up will absolutely be a herbalist/apothecary so that I can hopefully at some point make my own raid potions.  That has been the hardest reality check for me…  the concept of starting over with a fresh stable of characters and no infrastructure.  I guess that is a slight lie, because the guild horde side keeps shoving stuff into my hands and seems more than happy to support me…  but I am very much a person who prefers being able to support myself.  So I need to knock out some more characters so I can start to do that.  I am going tailor first because the biggest problem I have right now is the lack of a bag maker to feed my alts.

The Best Games of All Time (Part 4: Genre Pinnacles)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

Today, “Genre Pinnacles”. These are games that are, straight up, represent the very best of bygone eras of gaming, that are still relevant and still important even though games like them largely aren’t being made anymore. Most (all) of these are 2D-era games, mainly because I feel like claiming that a game is the pinnacle of a genre that’s still being developed is somewhat premature. They each represent a start of a thread that has moved forward and influenced the games that follow in subtle ways, not the massive shifts of the Medium Changers.

Additionally, this was an interesting list to put together, because the results weren’t what I expected. I expected to see a fairly broad spectrum of games in this category, but as I did research and double-checked my initial criteria, things started gravitating to a particular place. Here we go:

Super Mario World

Like Super Mario 64 after it, Super Mario World launched a console, and left a lasting mark on 2D platformers. It had exploration, it had secrets, it had varied environments and exciting enemies. It had a world map that felt gigantic, and entire hidden worlds to find. It demanded that other platformers keep up with its tight controls and sharp features, and only a small number could. It combined wide open levels and tight, cramped spaces, difficult platforming and fiendish enemies, and through it all still introduced new concepts to Mario games that have endured.

It also introduced Yoshi, a character so beloved he’s gotten his own spinoff series multiple times over, and who also took center stage in the one generalist platformer that managed to dethrone Super Mario World:

Super Mario World 2: Yoshi’s Island

Yes, it’s a sequel. No, it’s not even remotely the same game. Five years after the launch of Super Mario World, Yoshi’s Island hype started circling, and it was weird. It was a Mario game where you didn’t play as Mario, where Mario was a macguffin for you to keep ahold of. Then we got to play it. The game is brilliant, with delightful music, levels that are more than just “run right until the end”, which described a majority of levels even in Super Mario World, clever bosses, and memorable mechanics. In the same way that Doom became a primer for 3D level design, Yoshi’s Island was a primer for the highest tier of 2D level design ever devised, and it largely hasn’t been topped since.

In addition, Yoshi’s Island introduced the very start of an idea that has continued to develop ever since: the minimalist UI. Yoshi’s Island’s UI appeared contextually, showing you what you had as you needed to see it, rather than all the time. Rather than a counter for ammunition, you could see your actual ammo trailing around behind you in the form of eggs, and you could see how many you had without referring to a text overlay. It proved that in-game messaging could be highly effective, and was a game that wanted you to look at IT, and not the overlay on the screen. The better our technology has gotten, the better we’ve gotten at this, and Yoshi’s Island kicked it all off.

Mega Man X

Mega Man X is a brilliant game. It’s challenging, highly complex, with lots of twitchy mechanics and a selection of usable weapons broader and more varied than even the most insane FPS, and yet it is a game that seamlessly and effectively teaches you how to play it every step of the way. It holds your hand without letting you realize it’s doing so, and as a result you learn to play it without realizing that you’re being taught. It invented the tutorial level, and while it’s been implemented inexpertly ever since, it’s also allowed deeply complex games to arise without forcing players to pore through a manual just to figure out how to play. Mega Man X taught through gameplay, and it’s no coincidence that manuals started getting slimmer and less necessary starting then.

On top of that, the game has excellent visuals, memorable music and sounds (I can still hear the blaster charge-up sound in my sleep, and the sound of getting health back), and extremely clever level design and bosses, breaking free from the boxes of previous Mega Man games and, indeed, most platformer boss battles and showcasing wide open boss stages that were playable while still being more than just a single screen. It also showed off how movement could make a huge difference, and wall-jumping is now standard in platformers, as is the dash.

Sonic the Hedgehog 2

While Mario was showcasing the beauty of wide-open generalist platforming, Sonic the Hedgehog was delivering a different thing: intensity. The name of the game for Sonic was speed, and it offered a visceral satisfaction that’s hard to top. Sonic was about speedrunning before speedruns were a thing, and the game leaned heavily on its tight, responsive controls, arguably even tighter and cleaner than Mario. Really pushing the envelope for visuals and effects, Sonic attempted to make the battle about cool graphics and high skill, an angle that Mario couldn’t compete in, and thus Sonic found its niche.

Sonic 2, however, had a little detail that made it different. In the game, you ran around not as just Sonic, but as Sonic and his friend Tails, who by default ran along behind Sonic and kept pace, mimicking his moves but contributing relatively little except for the occasional ring pickup or followup hit on an enemy you missed. That is, until you plugged a second controller in. Do that, and suddenly Sonic 2 wasn’t a game you were playing by yourself, it was a co-op game. Better yet, unlike Mario with its shared lives and “I go you go” co-op, you were both playing at the same time and the second player couldn’t really interfere. You could play with a friend as good as you were and crush levels, or (if you’re me) you could play with your four year old sister. Not only could a (much) younger sibling or other unskilled player join you, it didn’t matter how bad they were at the game. They got to contribute, and you were happy to have them, no matter how awful they were.

It would be almost 20 years before we’d see this implemented so well again.

The Legend of Zelda: A Link to the Past

The Legend of Zelda is a really important series. It’s a style of gameplay that blends puzzles, exploration, and action-RPG mechanics in an extremely iconic way. In a lot of ways, it has struggled to differentiate itself as it’s moved to 3D, skewing towards new mechanics and more outlandish settings with classic Nintendo polish, rather than simply being an expression of the very best action-RPG out there. A Link to the Past is the last Zelda of that time, when Zelda games were the highest quality action-RPGs available, and everything tried to be like them.

From the moment you step out of your house, unarmed, into the pouring rain to look for your uncle, the entire game feels weighty, and huge. When you’ve gotten your bearings and have mastered the world map, the game shifts, revealing that no, in fact there is an entire other world map hiding in the background, with more than twice as many dungeons, and that you’ve only just started.

A Link to the Past has been the style that Zelda games have continued to return to as well, with many of the most successful releases drawing on its style, particularly for handhelds. It says a lot about the quality of Link to the Past that some of the most glowing praise for a recent entry is that it’s “just like it”. To be so good that players crave the experience more than two decades later says a lot.

Super Metroid / Castlevania: Symphony of the Night

I don’t know a lot of games that people religiously play more than once a year, but Super Metroid is on the list. It combines the open-world exploration of Super Mario World and the exciting, varied combat of Mega Man X into one big package. It advanced on its predecessor with improved graphics, more varied gameplay, more powerups, and more of, well, everything.

Castlevania is a similar design, but a totally different approach. It was one of the few successful platformers of the time where your primary attack was a melee strike, and it paved the way for a variety of similar games. Special weapons were temporary, and cycled through frequently, but the overall experience wound up being varied and almost a precursor to the limited-ammo survival horror games to succeed it.

Together, these two games make up “Metroidvania”, its own subgenre that has seen a huge resurgence recently in a variety of ways, and drove a huge amount of that style of game both while they were new and fresh and since.

Spoiler Free Review

Doing Silly Things

So the other day I said I would be doing a spoiler free review today, since I was in theory seeing it ahead of a good deal of the potential folks that will eventually see it.  As a result I am leading off my post with the single line tweet that I sent out last night after getting home.  Now I am going to talk about the day and night itself for a bit.  I was not one of those first day ticket scroungers, in fact I ended up waiting at least a week before trying to find any.  We have a smallish theater in town within walking distance of the house…  however last night it fell in the “too damned cold” territory to even consider walking.  For Lord of the Rings I was able to simply walk in on opening night and get tickets, without any pre-order…  so I had no real doubt that I would be able to see the movie this weekend without much fuss.  The original plan was to eat dinner at Plaza De Toros  a Mexican place that I like quite a bit that just happens to conveniently border the parking lot of the movie theater.  Just to make life easier… so we could meet up at 5pm and then walk over and start standing in line around 6pm for the 7pm show.  This at least was our plan…  our plan changed.

I went home over lunch yesterday to pick my tickets up, since pre-orders still need to be printed at the theater in our setup.  I ended up having a lengthy conversation with the worker that was manning the booth, and he told me that they were seating for the 7pm show… aka the first showing as early as 4:30 so that we could go ahead and get seats.  So when I went back and talked it through with my boss, we agreed that we would simply meet at the theater around 5ish instead and either eat at the theater… or like I did and grab something really quickly on the way home.  The positive of both options is our theater has unlimited refills on both soda and popcorn, so my boss went with that option.  The only negative is that I didn’t think to warn him not to take one of the Highways that is notoriously hell to travel on during the evening rush hour… so this meant it was running about 30 minutes later than planned.  Luckily about this time another friend popped her head out of the theater and hollered at me, and saved us some seats near her, her husband that I work with, and their son who was completely amped about the experience and wearing and Ezra Bridger costume.  So there we sat in the theater for an hour and a half ahead of the start time… chatting away and killing the time.

The Movie

Spoiler Free Review

I had a lot of hope riding on this movie… but at the same time I kept trying to prepare myself for the potential of it being just as disappointing as the prequels.  In fact a good deal of my conversation with my friend was that both remember how excited we were for Phantom Menace and how disappointed we were immediately after.  I have to admit… I was not immediately in love with this movie.  Not saying I was disappointed in any fashion… but the movie has a look that is significantly different than the traditional “star wars look” for lack of a better term.  JJ Abrams simply has a different design ethic than George Lucas did… and this is perfectly okay… but I spent the first few moments of the movie “adjusting” to the style.  However at about the twenty minute mark… I was hooked and from that point through the end I was completely drawn into the world and believed that I was in fact watching a new Star Wars epic.  The characters are all excellent, and more importantly than that… their interactions…  are also awesome. There are jokes and quips… and not in a way that takes you outside of the picture.  Much of this movie had to be about passing the torch from one generation to the next… and feel like we are now firmly introduced to the conflict through the eyes of Rey, Finn, Poe Dameron, and Kylo Ren.  Not really going to delve into characters outside of the group, because those are the ones we already know quite a bit about thanks to the trailers.

What I like the most is that each of these characters is their own “new” character… and not “The New Vader” or “The New Luke”.  They are each their own person and don’t really fit any predetermined molds in the Star Wars universe.  The conflict that is set up… is one that I cannot wait to see resolved over the course of the next few movies.  In fact I am hungry to see what happens next…. which is something that never happened during the prequels.  This is the first “new” story that we have had from Star Wars on the big screen in a very long while, because the prequels had a fixed beginning and a fixed end point… and we were simply seeing how the details worked themselves out between.  This time with Force Awakens… we have no clue what is going to happen in the beginning, middle or end… and in spite of all of our machinations and predictions… we know that we know next to nothing.  There are certain aspects that I think seasoned veterans of Star Wars and the Expanded Universe might guess at…. but those guesses are never justified with a firm answer.  This movie feels very much in the tradition of A New Hope, and also feels like this grand Star Wars pen and paper adventure… played out on the screen.  The critics are more than likely not going to like it… because this is absolutely a “Star Wars” movie… and not something that is trying to get an Oscar.  That said… the costuming and use of practical effects absolutely SHOULD get an Oscar.

The little kid in me is alive and happy.  There was a period of time after the prequels where I doubted if my memories of Star Wars were really genuine.  I wondered if the universe really was as cool as I remembered it.  I am happy to say that yes…  this setting still has amazing things to show us.  Now stop reading this shit and go get tickets to see Force Awakens.

 

The Best Games of All Time (Part 3: Medium-Changers)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

Next up, the “Medium-Changers”. These games have left a long and lasting impact on video games as a medium, often in surprisingly varied ways, and across genres. Many of them have enabled entirely new genres, or are still the seminal work in their genre. Some proved that innovation is worthwhile, and drove others to follow their lead, broadening and expanding the industry. Many of these games have since been iterated and improved on, but they all have had a lasting impact on the medium.

I’m going to start with the biggest one.

The Best Games of All Time (Part 3: Medium-Changers)

Super Mario 64

If I were to drop the plural entirely from the title of this series, Super Mario 64 would be one of the top contenders for me to write about. It is a game so good, so polished, and so varied and finely crafted that virtually that entire console generation was spent trying to catch up, and largely failing. Super Mario 64 is enormous, inventing a console control scheme that has stood the test of time (at a time when EVERYONE was trying to come up with how to control games in 3D), and was still more varied and more technically innovative than almost anything that’s come since. To surpass Mario 64, an entire genre of third-person action platformers have had to attack it in the two places it’s weakest: its art (amazing for the time) and its narrative (look, it’s a mario game). Games like Assassin’s Creed, Uncharted, The Last of Us, Splinter Cell, Hitman, and even Dark Souls have their roots in Super Mario 64; there are design threads that begin there and stretch on.

Mario 64 taught us to play games in 3D. It wasn’t the first 3D platformer, but it was the first with controls that made intuitive sense, and worked. It introduced the idea of a camera you can control, while still giving you a good look at your surroundings. It taught us to move and look around with both hands, a design that has had a massive, lasting impact on controller design ever since and started to bridge the gap between console and PC, once viewed as an uncrossable chasm. Through all of that, it was also a polished, nonlinear game with tons of replayability, an amount of content considered huge even 20 years later, and a variety of gameplay types that all worked shockingly well without feeling like minigames. I could go on, but the game speaks for itself. Someone, somewhere, sold their soul so that Mario 64 could exist, and it was actually a pretty good deal.

The Best Games of All Time (Part 3: Medium-Changers)

Super Mario Kart

Continuing with the Mario theme. This is the SNES Mariokart, although I looked long and hard at Mariokart 64. Here’s why I picked Super Mario Kart: it’s the game that suggested that racing could be silly, and that it could still be a strong, deep game underneath. It’s the game that taught us to look beyond our initial expectations of a fairly well-understood genre (racing games) to see the potential. It wasn’t the first kart-racer, nor the first car combat game, but it’s the first to combine the two into a game that contained elements of both but was unlike either. It opened the door for a ton of variation and blending of genres, in a way that hadn’t been previously considered outside of the smallest of niches.

Super Mario Kart started the weakening of the boundary between “serious” and “casual” games, a process that continues decades later, but was previously very codified– the game looked simple and cartoony, but could become brutally difficult. It was one of the first home party games, despite only supporting 2 players at a time, and its tracks are still copied nearly perfectly into the latest releases. Super Mario Kart caused a generation of designers to stop and think “hm, what if…” and then go out and make their own insane genre mash-ups. We have long since left the era of codified genres in video games, but one of the first strikes to chip at that barrier was Super Mario Kart.

The Best Games of All Time (Part 3: Medium-Changers)

Doom

This is another game that speaks for itself. Largely credited with being the first FPS, Doom is actually second to Wolfenstein 3D, but is in many ways the far more relevant game. Doom is a game about level design, and encounter design, things that had been somewhat haphazard previously. The big thing Doom added was multiplayer, following up Street Fighter II’s foray into simultaneous head-to-head multiplayer with a group of people, all battling it out in an arena. If Wolfenstein 3D was a prototype, Doom is the full release.

Doom is also seeing relevance again for mobile developers, as its “pseudo-3D” nature works surprisingly well with mobile devices. Mobile games are starting to look back at Doom for both input and design concepts, as it’s almost uniquely suited for the platform.

The Best Games of All Time (Part 3: Medium-Changers)

Final Fantasy Tactics

This is another game that kicked off a genre. Riding the coattails of Super Mario Kart, Final Fantasy Tactics asks what might happen if two very detailed, very different genres were blended into one. Offering deep, varied gameplay, clever encounter design, and an excellent story and visuals to boot, Final Fantasy Tactics was one of the first major console turn-based strategy games, and the most accessible. It offered a largely nonlinear approach and a wide variety of options, with each mission’s results making often significant differences in the later ones. Strategy games on consoles had struggled prior to Final Fantasy Tactics, which provided a solid footing for that control scheme, while the big RTSes battled it out on the PC.

Furthermore, unlike its predecessors and contemporaries, Final Fantasy Tactics has become the model for narratively-driven strategy games, adding a personal touch to what had previously been dominated by tanks, mecha, and faceless groups of soldiers. Perhaps most telling, it’s one of the games on this list that is still entirely legitimately fun and fresh-feeling even now.

The Best Games of All Time (Part 3: Medium-Changers)

World of Warcraft

Shocker, I know. The MMORPG would not be anything like it is today without World of Warcraft. With an enduring art style, tight gameplay mechanics, cleverly designed and iterated-upon systems, and its influence in the massive shift in how MMOs were viewed before and since, there’s no denying that WoW is one of the best games ever made. Like it or hate it, its influence is undeniable. There are a lot of things that WoW has done, and its current relevance can’t be disputed, but there’s a big thing that puts it on this list: polish.

Prior to WoW, MMORPGs were a hyper-niche market, with 100,000 players being a resounding success and buggy, laggy games often being the norm. Performance and stability was not what you came to the genre for– I remember spending hours trying desperately to get more than a handful of frames per second from any number of early MMOs. WoW changed all that. The game worked. It felt fluid, it felt responsive, it felt good. A lot of this was smoke and mirrors, but it was clever smoke and mirrors, and it raised the bar of quality for MMOs much higher than it had been previously, while increasing the market by orders of magnitude. If it has a fatal flaw, it’s that it’s been too successful, and has so thoroughly drowned out competition in the market that the overall market is starting to shrink. Not many media can claim that level of success.

The Best Games of All Time (Part 3: Medium-Changers)

Grand Theft Auto III

Grand Theft Auto III is a game about wandering around playing it. It took the big, open-world concepts seen mostly in slow-paced RPGs and amped up the action and the pacing, providing a visceral, exciting sandbox to play in. Five years after Super Mario 64, the third-person action genre came up with its first spinoff that matched the scale of its progenitor. The game had a bit of everything: subversive black humor, lots of things to do, multiple interlocking systems, and many, many little personal touches and tiny details that made it a blast to play.

The Best Games of All Time (Part 3: Medium-Changers)

Morrowind

Like Grand Theft Auto III, Morrowind took a look at the expansive, do-anything world concept and took it in a different direction. Rather than making the world bigger and broader, Morrowind crammed it full of detail. The amount of meticulous detail in the game is absurd– individual coins can be picked up from a spilled purse, shopkeepers often have the items they’re selling you hanging on a rack behind them, and you have the freedom to run around doing anything you like. Unlike GTA, however, everything you do in Morrowind is potentially meaningful. Kill a random shopkeeper? They’re dead. Not coming back. No more buying and selling for you in that shop. Steal something? The guards might come and find you.

In addition to all of that, Morrowind took the swords-and-sorcery fantasy world and turned it on its head, providing a delightfully weird, atypical setting to romp around in, far different from the classic fare and all the more refreshing for it.

The Best Games of All Time (Part 3: Medium-Changers)

Goldeneye 007

For years, first-person shooters lived on the PC. They were immensely popular, and by 1996 they were already being modded into fantastic, bizarre playgrounds. The complexity and variety of the 3D shooter on the PC was impressive, and prior to 1997 offerings on home consoles were anemic at best. Enter Goldeneye. Goldeneye offered a shooter on a console that made sense. It provided a model for a console FPS that would be copied for years, and opened the doors of the popular but inaccessible genre to a much wider market.

On top of all of that, it was a movie tie-in game that didn’t suck, and offered quite a lot of replayability and interesting level constraints, pulling from the (at the time) very modern approach of adding additional objectives as the difficulty level rose, which was just starting to show up in mission-based games at that time.

The Best Games of All Time (Part 3: Medium-Changers)

Tony Hawk’s Pro Skater (series)

I include the entire series here, because while no single game makes the cut, the series as a whole is worth mentioning. Two things put Tony Hawk on this list: alternative (non-team, non-racing) sports games and spectator gaming. Tony Hawk was a game that sparked a whole lot of interesting, varied sports games beyond the common-at-the-time team ball sports and racing titles. Previously, sports games that didn’t involve balls or cars still involved racing, and the idea of doing “tricks” was a bonus, mostly a way of taunting other players or showing off. THPS took the concept of showing off and turned it all the way up– the game is entirely about showing off as impressively as possible, and it’s fun and addicting as a result.

The other thing that Tony Hawk really pushed was the idea of having other people watch you as you did cool things. While many other games were showing off their head-to-head multiplayer prowess, Tony Hawk returned to the high score method, specifically because it WAS a game about showing off, and having an audience was the entire point. In a lot of ways, Tony Hawk is the nascent, living-room precursor to e-sports, where highly skilled players show off for an audience.

The Best Games of All Time (Part 3: Medium-Changers)

Portal

Pure puzzle games were rare by 2007. They were often mixed with other genres, and there wasn’t a lot of innovation. Towers of Hanoi, Lights Out, and block-pushing puzzles were about all you’d see in AAA games, and pure puzzle games were relegated to internet flash games or mobile devices. While many of them were good (Lumines, Meteos, Peggle, Bejeweled), they were light, simple, and disposable. Portal was different. Portal offered a fiendish set of puzzles in a high-fidelity game, and blended that with a brilliant narrative and a compelling cast of characters (all four of them). It’s a puzzle game sold on the quality of its voice acting, which should make for a moment’s pause.

In addition, it sparked the indie development scene in a way very few other things had– small, well-produced games became a lot more viable, and initial criticisms that Portal was “too short” were followed up by “shut up, play it, seriously”. For me, Portal was the first game I bought at release that I felt like I paid too little for, and that’s before considering the two other games I got in the same box.

The Best Games of All Time (Part 3: Medium-Changers)

Thief

This game is almost an honorable mention. I’m maybe trading a little bit of my own integrity to put it on the list. However. Thief is a product of the experimental era of late 90’s / early 2000’s FPSes, alongside greats like System Shock, Deus Ex, and Morrowind. It just barely meets my criteria– it’s launched sequels, it was remade once, but it’s (at this point) pretty dated and kind of hard to play. Its legacy makes up for that. Prior to Thief, “stealth” in games was pretty much exclusively “don’t let the bad guys see you”.

Thief took that a step further, providing degrees of shadows for you to hide in, and making your sounds and movements important. It wasn’t just about not being seen, it was the whole package– not being seen, not being heard, and not being caught. Thief rarely ended the game on you if you were seen, but you really didn’t want to be seen. It was perhaps the first FPS that made you weaker than virtually every enemy in the game. While you could fight, you really, REALLY didn’t want to. This changed the dynamic immensely, and Thief is a game about perception and planning, not twitch reflexes. It basically defined the stealth action game, and it’s only relatively recently (with Assassin’s Creed) that the paradigm it developed has branched out in any major sort of way.

It is probably my personal favorite game of all time (and not just because it’s one of the first non-final-fantasy steampunk games), which gives it that last little nudge up onto the list proper rather than as an honorable mention. It’s me pandering to my own tastes a bit (I didn’t love and in some cases didn’t even play some of the other games on this list), but whatever, this is my blog, mleeeh! The Best Games of All Time (Part 3: Medium-Changers)