#30: Sonic the Hedgehog 2
(Sonic Team - Genesis, 1992)
This is the part where the people who love Sonic 3 & Knuckles jump down my throat.
It wasn't too long ago that I was talking about how good S3&K was, but even if it earns a place on this list, it's still a little protracted at times for my tastes. There's value in the sprawling nature of the game, but there's a slight dip in quality once you get into the "& Knuckles" parts. The music is sorely missing the funky bluster of the prior half, and levels like Flying Battery and Sandopolis don't quite "flow" in the same way other levels do, which would be a fine change of pace if they weren't placed right next to each other in the order. There may be less frills, but Sonic the Hedgehog 2 is comfort food by comparison: something you throw on, play for an hour or so before the credits roll, and just feel good about.
As with any of the Genesis Sonic platformers, the simple act of running and jumping is half of the fun. The gameplay feels like it's been designed with one thing in mind:
everybody plays Mario games with the B button held down. Movement is snappy and the physics are so rock solid that it made Sonic Spinball seem like a good idea. What's more, the level design plays off of this focus better than almost any other game in the series. Even ignoring the stage with the literal pinball flippers and bumpers, the design and gimmicks of each level utilize the momentum of the player in clever and novel ways. In addition to simply looking and feeling great to go across, Emerald Hill's corkscrews force the player to maintain their speed similar to loops but with the added risk of falling off to a lower level, and the wavy slopes of Chemical Plant Zone give the player the kind of ridiculous speed most people associate with the series while doubling as ramps that enable crafty players to take
huge shortcuts. One of my favorite boss fights to do has quarter-pipes on the sides of its arena, letting you spend the entire duration of the fight in constant motion by running back and forth between the slopes, jumping off of the walls to hit Robotnik, and running back down the sides to preserve your momentum and do it all over again. The entire Genesis series has fantastic gameplay, but the level design in 2 makes it my favorite to play.
You could debate about which of the three Genesis games has the best soundtrack, but I feel pretty confident in saying that Sonic the Hedgehog 2 is the best looking of them. The entire game is a cavalcade of primary colors, charming character design, and detailed backgrounds. Even today, the amount of parallax scrolling in the first zone alone is astounding (Sonic Team must have been pretty proud of it, considering the background was used for the title screen in many prototypes of the game). The vibrant art goes hand-in-hand with the equally dynamic music, making each zone a joy to take in.
Whether you chalk it up to its brevity, the simple-yet-focused gameplay, or the fantastic aesthetics, not many games are as consistently pleasant from start to finish as Sonic the Hedgehog 2. There are better platformers out there (even one by Sonic Team themselves), but there aren't many I come back to as often as this. If you have a controller to play it with, seek out the 2013 remake (pictured above) ASAP.
#29: Crash Bandicoot 2: Cortex Strikes Back
(Naughty Dog - Playstation, 1997)
And
this is the part where die-hard Mario 64 folks realize the implications of Crash Bandicoot 2's placement and lose their minds.
Look, I'm a huge fan of Super Mario 64, but at the end of the day, I'm coming to a platformer to do some damn platforming, plain and simple. I don't necessarily
hate more open platformers, but exploration usually works much better for me when it complements the action and isn't the central means to an end. I'd be pretty damn happy if you gave me a straight line and filled it treacherous obstacles and creative, challenging terrain to navigate, and that's just what Crash Bandicoot does. There's a focus and purity to the early Crash games that I really admire, the first game in particular being one of the most challenging 3D platformers you can play. Unfortunately, there's a lot of rough edges with the systems of that game that prevent it from making this list. Getting 100% in the game through exhaustive runs of each stage is fun on paper, but the checkpoint system is rendered pointless when you're trying to do so, as a death resets the amount of crates you've broken (which is required to fully clear a level). The save system is also a little archaic and arbitrary, if not a total dealbreaker in the age of emulation and save states. There's an outstanding platformer in Crash Bandicoot, but these issues make an already challenging game frustrating for the wrong reasons.* The sequel, Cortex Strikes Back, addresses these problems while introducing some fun mechanics of its own.
Control is tight in the Crash Bandicoot series, making the core platforming a great time. While I may enjoy Crash Bandicoot's simplicity, there's only so much you can do with a jump and a spin attack. Cortex Strikes Back adds the slide to the moveset, which makes the act of getting around much more fun. It's a useful alternative to the spin attack, and the speed boost it gives you leads to a hell of a lot of sliding around and then jumping out of it (made just that much more rewarding by Crash's great little David Lee Roth animation as he does so). This also doubles as a long jump, so there's pretty much no reason to not always use it. The game throws belly flops and crawling into the mix, too, and while they aren't necessarily game-changers, they still add a bit more to the gameplay, rounding out the first game's admittedly basic repertoire. This isn't the only aspect that's been expanded upon, either.
Taking advantage of the hub world system popularized by its contemporaries, Crash Bandicoot 2 has a lot more variety in its settings compared to its predecessor. The disconnected sets of levels allow Crash to roam through space stations, sewers, and icecaps in addition to the kinds of jungles and ruins seen in Crash 1. The increased breadth of locations provides a refreshing aesthetic change, but they add some nice wrinkles to the gameplay as well. The new mechanics these environments employ (Dig into the ground to hide from bees! Ride a jet board around!) are just different enough to be a welcome change of pace without losing sight of the tenets of the genre. You do a lot of different things throughout the course of the game, but you never get away from mechanics central to platformers (even when you're on a jet pack later on, it's still about using your finesse and dexterity to avoid hazards as you progress). The mid/late 90s were a time where it was very easy for developers to fall into the trap of adding too many gimmicks and side-modes to a game of this format (see Earthworm Jim 2 and Rare's N64 platformers for examples), and Crash Bandicoot 2 deftly walks that line, something even its sequel cannot claim to do.
Not content with just expecting players to get every crate for 100% completion, Crash 2 adds an additional layer of exploration. As you make your way through the various stages, you'll notice the occasional aberration. Be it a unique marking on the ground, a suspiciously static set of Nitro crates, or a seemingly vacant series of islands at the end of a level, investigating these oddities will typically lead to a secret area or even an entirely new level. It's a smart method of fleshing out the game's levels without interfering with the linear nature of the gameplay, and it ends up playing out like an ideal version of the first game's gem system.
At its best, Crash Bandicoot feels like the intense, engaging platforming of Donkey Kong Country with a third dimension added to it. Naughty Dog has an impressive commitment to linearity, and their games are more akin to thrill rides more often than not. While that may lead to mixed results these days (the hands-off nature of Uncharted's QTEs and much of its platforming is still a bit of a sore spot for me), it pays off in spades for the Crash series.
*The N. Sane Trilogy version of Crash Bandicoot pretty much eliminates every problem I have with that game and would totally end up on this list. Honestly, having the polish of the second and third games plus the addition of Time Trials and the cut Stormy Ascent level probably pushes it past Cortex Strikes Back for me. I didn't expect a recent game to have an impact on the list so soon, but for the sake of this thread, just know going forward that the list will be treated as it was the day it was assembled. I'll probably end up doing something similar for 2017 games for a GotY thread if you really want to know my thoughts on what I liked this year.
#28: SSX 3
(EA Canada - Playstation 2, 2003)
The SSX series is the crown jewel of the EA Sports Big brand. The original game was one of the best of the PS2's launch, but it was the following year's SSX Tricky where the snowboarding franchise found an identity befitting the audacious Big label, ushering in an unforgettable era of over-the-top sports games. The boarders' personalities were amplified, the tricks escaped any semblance of reality, and the action was underscored by an atmospheric yet intense breakbeat soundtrack, capped off with boisterous in-game announcing by human beatbox specialist Rahzel. It was hard not to love the madcap spirit of Tricky (titled after the
classic Run-D.M.C. song), which is why it's still a little conflicting to see SSX 3 tone things down a bit, finding a stylistic middle ground between the first and second games. On one hand, the slightly more grounded characters and tone make the game feel a bit less unique. On the other, you don't exactly have to worry about standing out when you're the best God damn snowboarding game ever made.
Thankfully, the arcade gameplay of Tricky has been preserved and even expanded upon a great deal. The control scheme is similar to Cool Boarders (where shoulder buttons are used for grab tricks and you pre-wind any in-air rotations before a jump using the D-Pad), but everything is significantly smoother than those games or even previous SSX entries. After learning the controls, doing everything just feels natural, and performing huge tricks is endlessly gratifying. Speaking of which, one of the best aspects of the entire series is the Uber trick system, where filling up your boost meter gives you the ability to drop all pretenses of gravity and straight up fucking breakdance with your snowboard. SSX 3 adds a tier system (meaning you have to do a few simpler Uber tricks to get to the nutty ones, including hidden Monster Tricks) as well as Uber grind tricks. They're all high scoring as you would expect, but there's also an incentive to do them in races, since you get a temporary bout of unlimited boost when you do enough Ubers. The game's races are entertaining in their own right thanks to the impressive amount of non-linearity in the courses, but having a reason to do tricks in them makes them much more interesting (How do you sneak in enough Uber tricks for unlimited boost without it getting in the way of a speedy run?).
Similar to Tony Hawk's Pro Skater 2, SSX 3 introduces the manual, which allows you to string a combo along for the entire length of a session. However, the game smartly loosens the requirements for maintaining a combo compared to Tony Hawk, allotting you a brief amount of time after hitting the ground to start a manual before the combo is lost instead of dropping it the second you land. You also don't really have to worry about balancing the manual as much, keeping the focus on lining up jumps and navigating the terrain. I always enjoyed the score attack portions of SSX games more than the racing, but it wasn't until SSX 3's additions to the formula that it was given the depth that it deserved.
The refinements and additions to the gameplay are vital, but the biggest changes introduced in SSX 3 are by far to the structure of the game. The game's courses are still linear, but instead of being individual and disconnected, they're all linked together on one huge mountain with three different peaks. It can easily take around a half-hour to go from the summit of the highest peak to the bottom, and that's not counting
the points where paths diverge. There's a lot of mountain to cover, and the open world flow of the game grants you the freedom to just mess around if you want to, which is something you couldn't really do before in the series. Scattered throughout each portion of the mountain are collectables (which can be deviously hidden) and Big Challenges, which are ironically bite-sized, unique challenges that are a fun contrast to the more involved action of the main career. The transition to open world gameplay can be a difficult one (especially considering the inherent lack of backtracking when going down a mountain), but thankfully the game includes what they call the session point system, which lets you warp to various points on the mountain, making it much easier to visit specific areas to attempt challenges or grab collectables. I'm not always into linear games adopting a more open approach (here's looking at EA's own Mirror's Edge Catalyst), but SSX 3 seems to have been made with every potential pitfall of open-world design in mind, and it's hard to argue with the results.
SSX 3 is the best game from EA Sports' golden age. Snowboarding has never been as fun in a game as it is here, and recent games have me convinced it'll stay that way for quite some time. If you have a capable PC, emulate this with PCSX2; it runs freakishly well and scales past 4K resolutions without a problem.
#27: Doom
(id Software - PC, 2016)
It's been a little over a year, and Doom still blows my mind.
Think about all of the missteps id Software made within the past decade or so. They may not be outright
bad games, but Quake 4, Rage, and Doom 3 are all signs that id had lost sight of what made people fall in love with their work in the first place. That alone is enough to stamp out any faith one could have in a new Doom, but then you realize that most, if not all of the people that made the original aren't even at id anymore. Then you realize that the game was in development hell for almost a decade. Then you hear about how it was referred to at one point as "Call of Doom."
Then you see the disastrous reception of the public multiplayer beta (which, to be fair, ran counterpoint to people's reactions to the game in behind-closed-doors showings). 2016's Doom had just about everything going against it, and yet here I am, talking about how there's only 26 games I like more than it.
Doom was made with an impressive understanding of what the series should be about: demons and shotguns. There's obviously more to it than that (the game is far from a retread of the original 1993 masterpiece), but
John Carmack's decree really informs the almost comically-straightforward nature of the game. The best example of this is in the game's
introduction, which sets the tone better than just about any other video game I can think of. Within three minutes of playing the game, you're given two things: the setup and a shotgun. You're treated to just enough story and character moments to get an idea of the tone and direction of the narrative, and then you simply get down to business in an arena full of Imps, explosive barrels and ammo. The prologue deftly tells you everything you need to know about the game: it's fast-paced, brutal, and could give a
fuck about subtlety.
The game's absolute lack of tact is personified by its protagonist, the Doomslayer. You wouldn't expect a great character in the mute grand-daddy of the generic space marine trope, but the player character is written with two things in mind: the absurdity of one person going on to destroy all of Hell, and the simple fact that the player is here to kill some God damned demons. As a result, the Doomslayer is a seething mass of fervent anger and perfect hatred that doesn't give a hot shit about what anybody has to say to him. Not only is he treated by humans and demons alike as an unstoppable biblical force, everything he does in the game is done with such brutishness and vigor that it feels like he's saying "fuck you" or "shut the fuck up" with each action, be it in combat or while interacting with Samuel Hayden (the self-righteous, matter-of-fact UAC official that guides him throughout the course of the game). I wouldn't have expected to ever talk about great character work in a Doom game, but it's such a clever, subversive, and sometimes outright
funny way of tapping into the power fantasy nature of the series.
Gameplay feels like a natural extension of what you would see in the original Doom games. Just like you'd want, the levels are secret-laden, huge and often open-ended, while the combat is all about evading projectiles and making the best use of your ammunition to annihilate the hordes of iconic (yet imposing) enemies. However, Doom successfully modernizes these genre-old concepts without bogging the game down in unnecessary mechanics that would serve only to get in the way (you never find yourself reloading anything but the Super Shotgun, for example). Levels are much more vertical now, since you have two more jumps than you had in the original. The double-jump greatly improves the combat, as the arenas become much less flat as soon as you earn the ability. One of the best moments of the game is the Argent Tower level, which mixes huge battles with heavy verticality and a bit of platforming, all while the environments convey a phenomenal sense of scale. In an unexpected twist, resource management is tied more to combat than exploration. The risk-reward of the Glory Kill system rewards the player with extra health for potentially dangerous close-quarters executions (weird to see Doom taking pointers from Duke Nukem Forever of all things), and the chainsaw has been changed from a novelty/Pinky-killer to a utility, as it magically turns enemies into ammo pinatas upon its use. It all feels like a fresh take on the formula without stripping the series of its identity, something which
came dangerously close to happening during development.
While you'll still be rewarded with the occasional health boost, ammunition, or even early weapons, exploration in Doom is more defined by the optional upgrades and challenges. For the first time in the series, you can upgrade anything from your health, ammo capacity, to your arsenal's capabilities. Doom doubles down on the weapon variety of games like Shadow Warrior and Hard Reset, giving weapons a surprising amount of secondary attacks. Shotguns can double as grenade launchers, and the plasma rifle has a handy area-of-effect blast in addition to a stun bomb function. It can prove to be a more beneficial incentive to explore than health or ammo you may not even need. Bonus loot is one thing, but my favorite reward in a game has always been more content (bonus levels, modes, etc.), and even though the game doesn't quite have secret levels in the same way its predecessors did, the Rune Trials scratch a similar itch. Each level has multiple runes either in the critical path or stowed away in secrets, and interacting with them will take you to a brief challenge in a separate area. These timed challenges each put unique spins on the mechanics of the game, ranging from quickly destroying explosive barrels, getting specific Glory Kills with weapons, or surviving a battle with limited health. They're fun on their own, but they also award the player with unique buffs (similar to Call of Duty perks) upon completion. The secret levels of Doom and Doom 2 are missed, but the upgrades make exploration in the 2016 game much more satisfying.
I could go on about Mick Gordon's amazing soundtrack and the impossibly optimized idTech 6 engine that supports the game, but what I'm really getting at here is that Doom, against all odds, feels like an honest to God Doom 3. It adds a litany of updates to the gameplay as well as a surprisingly self-aware sense of humor without forgetting what makes it Doom. The multiplayer leaves a lot to be desired, but come on, man: we all know that's what Quake is there for.
#26: Super Mario Bros. 3
(Nintendo R&D4 - NES, 1988)
It's Super Mario Bros. 3.
Now that I've made my case for why it belongs on this list, let me get into why it isn't any higher than 26:
- Super Mario Bros. 3 may have introduced the world map, but it wouldn't become a game-changer until later on in the series. As it stands in 3, it doesn't really do anything meaningful. It certainly makes the game easier (optional paths, warp whistles and Jugem's Cloud let you skip levels pretty easily, and Toad Houses shower you with power-ups and lives), but its purpose is frivolous at best beyond this. There are some dynamic moments in them like battles with Hammer Brothers, but these are often carbon copies of one another and get tedious after a few worlds. It's not without its charms (and great music), but it's arguable that world map's presence here makes it that much better of a game, especially considering how later games would make it an integral feature.
- The themed worlds are admittedly great (some of the most memorable moments in the series come from the giants of World 4 and the hellish platforming and darkness of World 8), but it also leads to an issue in level distribution. If you don't like the twist that a world brings to the table, you have to deal with that all at once, compared to earlier Super Mario Bros. games which kept an even distribution of stage types across the whole thing. For example, a majority of the game's water levels are localized in the water-themed World 3, which burns you out on them very quickly. It also renders power-ups like the Frog Suit nearly useless afterwards, but there's bigger problems than that as far as items are concerned.
- There's a load of interesting new power-ups in Super Mario Bros 3, but they never really get the chance to shine. You know, I don't understand the point of giving your inventory so many slots when it's almost entirely filled with Mushrooms, Fire Flowers, and Super Leaves. Kuribo's Shoe is a very fun gimmick, but the gameplay potential it has is never reached; across nearly 90 levels, the mechanic only appears once. The Hammer Suit grants you the abilities of one of the most notorious enemies in the series, but you could go through the entire game without seeing a single one. Normally, I'd be a bit more forgiving of that, but SMB3 is the only appearance of the power-up in the entire series.
Maybe it's a little unfair to talk about what I don't like about Super Mario Bros. 3 so much compared to the other games on this list, but let's be honest: the game speaks for itself. You know why it's on this list just as much as I do. For as many uneven qualities as I think it has, it's still one of the best platformers ever made, and easily the best NES game.