2010
2011
2012
1. Hatsune Miku: Project Mirai 2; (SEGA, AM2 3DS) The chibi style take on the Hatsune Miku rhythm game series is more fun than you can shake a negi at. It’s ultra-cute, packed to the gills with arcade sensibility, and might just have the most replay value I’ve ever seen outside of the RPG genre. There are about 50 songs to play, most of which are catchy, saccharine little tunes, but there’s also some punk-esque songs mixed in. Stand-outs for me are Marashii’s Amatsu Kitsune, a melancholy but high-paced track dressed in classical Japanese melodies, Invisible, a relentlessly fast head-banging hard rock track, and the well-known vocaloid track Kokoro, an alternately quiet/soaring melodic tune that, when paired with its video of the character transforming into an angel and ascending to the clouds, is impressive on the highest difficulties. The PVs are all relatively simple due to the constraints of the 3DS’ rendering, but tend to have excellent artistic sensibility, from the sassy dance moves and confident looks, to rapid camera angle changes and dramatic finishes. In the Miku-sphere (if you will), some people reacted negatively to the inclusion of “original PVs”, i.e. videos created by outside artists, but to the contrary some of these have the most powerful effect. For instance, Matroyshka (
if you have a nico account), another fast-paced heavy punk track has a sequence at the end where Miku’s face descends from the top of the screen to the bottom, all while the notes are coming fast and furious. The pressure to keep the combo up, the intensity of the music, and the imminence of the “descent” creates something that really transcends pressing buttons in a sequence.
In that sense, the stars of the show really are the “notes” in the songs and their brilliant lay-outs. Unlike the Diva series on the Playstation consoles, Mirai’s notes are all arranged in a line that progresses across the screen. Notes don’t fly in from here and there; the progression is completely ordered, which gives the game a very accessible starting point for beginners. My girlfriend picked up the game, and despite being a 3DS greenhorn, managed to clear it on Easy. Still this is AM2 we’re talking about, and as you play you discover that the note patterns get intriguingly complex: double inputs, triple inputs, d-pad-only inputs, giant loop de-loops where you have to switch between multiple buttons while holding others. Every song has a very unique note pattern to it which, when played to perfection, brings the experience to a higher level.
One key part of earning money in Mirai 2 is hitting and holding long “rainbow notes”, then scribbling on the bottom screen with your finger as fast as you can, which racks up cash to use at the in-game store. Every song has rainbow notes so you wind up doing this quite a bit, and it never loses its charm. What you realize after some time with Mirai 2 is that despite the ostensible simplicity of the note structure, your hands are extremely busy. That busy-ness gives the game an extra layer of complexity that pulls you in.
The last thing that decisively brought this game to the top of my GOTY list is the replay value. Mirai 2 has its own stamp-based achievement system, and there are 100 stamps to be acquired. Most of that is driven by playing songs, earning cash, buying costumes, swag for your character’s rooms etc. But unless you’re hitting high ranks for songs, you don’t earn a ton of cash, so “completing” the game is a long road. Still, there’s so much fun stuff to do along the way that I don’t mind at all. The focused fury of the rhythm game, alongside the character and room customization features, makes the game compulsively addicting.
How addicting? Well, yeah this is my current game time:
And I’ve only got a little over 50% of the stamps at this point…
I could go on and on about Mirai 2 since there’s a lot to it, but I don’t want to look like an obsessive lol so here’s just a few more features it has:
・You can shut the 3DS lid, plug some headphones in and listen to the soundtrack whenever you want.
・Mini Puyo-puyo game included (!) where you play against the Miku characters while the game’s songs play in the background. Gets pretty damn hard too!
・Cool streetpass features where you build and share a personal profile, and a little melody and dance number that you can fully customize.
It's all these little features, plus the main course of hardcore arcade sensibility in an ultra- cute package that made Mirai 2 my GOTY. Will probably go back to it after I finish this post lol…
2. Crimzon Clover Arcade; (Yotsubane, NESiCA Arcade System) Crimzon Clover was a PC doujin shooter title that popped up in 2011 and made waves not only in Japan but also overseas for having extremely tight, arcade shooting gameplay steeped in the CAVE tradition of bullet barrages, complex yet intuitive scoring, and challenging difficulty.
With Crimzon Clover Arcade, Yotsubane took their existing game, turned it up to fucking eleven, and ported it to NESiCA arcade hardware. The result is an all-out assault on heaven, featuring some of the most frenetic shooting gameplay since 2008’s Futari Black Label (infamous for getting faster as you score better). They understood that the missing ingredient to shooters of the past generation was
speed. And this is a fast and aggressive shooter. In my opinion it’s the best one of the last 5 years, and while it follows in the CAVE tradition, Yotsubane’s attention to
what shooter players want has been transformed into good gameplay so well that I think they’ve actually eclipsed the company they took so much inspiration from.
Break it down:
A. Boost Mode
The better you do, the faster it gets. It wants to kill you. Bomb or die to escape, but if you survive to Stage 5 and 6, you will feel your brain coming through your nose.
Fast and fun, this mode poises right on the borderline of ridiculousness (i.e. 1998’s Dangun Feveron), but doesn't cross it. Tastefully break-neck; and clearable if you put the effort in.
B. Original Mode
An arcade-tuned and higher-res version of the PC doujin game. Eschews the speed of Boost Mode for a bullet density a la Futari Maniac Mode, i.e. ominous bullet barrages that can only be carefully dodged through. Lock-on and destroy enemies, build your Break Gauge, then trigger it with your bomb. Waste everything in sight or build another break gauge and hit a “double break”.
C. Unlimited Mode
The "Ultra" or "God" version of this game, which is friendly enough to end everyone's credit on stage 1 for every time I've seen someone attempt it an arcade. Not to be fucked with if you’re not open to a massive challenge.
D. Time Attack Mode
A new extra-long arcade-only stage in which you compete for score within a short time limit. This is what you’re seeing in the left-most gif above. Your goal is total annihilation in 3 minutes. The more enemies you kill, the more spawn. The more spawn, the more stars they drop, and the screen becomes a fine chaos.
E. Extremely detailed arcade scoreboards
Not only is the game compatible with NESiCA boards as usual, but your best score gets saved to your NESiCA card and kept at the top right of the screen to constantly haunt (encourage) you. There's also a scrolling list of the best scores in each mode available at the Title Screen. These touches are minor, but they remind you that Yotsubane actually cares about what this genre is all about: getting that number up.
F. Achievements
The game saves achievements to your arcade card, which are shown in the bottom left of the screen when you’re playing. This is pretty cool because if you see somebody at the arcade with most of the achievements comped out, you know shit’s about to go down.
All of these things combined gave me one of my favorite games ever this year and provided a shining light to the starving arcade shooter scene. When it gets this good, it’s easier to accept that it’s almost certainly the doujin shooter makers who will carry this genre forward, as almost all of the major dev studios have given up.
3. Super Mario 3D World; (Nintendo EAD Tokyo, WiiU); I don’t own a WiiU, so I played 3D World at my girlfriend’s house. I therefore couldn’t get quite as much time with this game as I’d like, but despite that it was one of my most fun game experiences of the year. Every time I boot 3D World up, I have a good time. I discover something, I explore something, I move in a new way. I get obsessed with a level and have to green-star/gold flag/stamp it, or I get flummoxed by another and resolve to come back to it later. The short but sweet action-packed stages sucked me in on with 3D Land on the 3DS, and the formula is just as addictive on the WiiU. Of course this time, the gameplay is built-out to the max: the cat suit alone really gives a whole new dimension to the platforming, and then you have isometric and rotatable Toad levels, ride-on Plessie levels, cherry clone switch levels, mini-stage compilation levels, and hey a world map. Each stage is crafted beautifully according to its own logic. It’s clear the planners at EAD really cared about each level, and their individual signatures are evident.
I will mention here that I do fall on the side of people who call for getting rid of or restricting use of the white tanooki suit, as I’ve always thought of it as a rather ham-fisted way to bring beginners in. Of course that had no bearing on my enjoyment of the game though. 3D World is a modern console classic and something I’d want my kid to play.
4. Killzone: Mercenary; (Guerrilla Cambridge, PSVita) Killzone: Mercenary was one of my big surprises of the year. There was some hype for the game early on here at GAF which piqued my interest, and given that the Vita 2000 was coming out in Japan around when the game was launching, I decided to pick a copy up.
What I got was a title that not only justifies the purchase of a Vita, but has solid enough gameplay mechanics to put it among the better FPSes I’ve played.
To start off, there are four different “contracts” for each campaign mission: one for clearing it normally, another for stealthing through missions (covert), one for clearing as quickly as possible (precision), and lastly one for just blowing everything the fuck up (demolition).
I’ve heard people compare KZ:M to Goldeneye but I’ve never played that game, so I don’t know personally but having these different challenges for the same missions is a lot of fun and a great variation on the standard FPS campaign. They're not short per se, but you can run through them in about 20 minutes or so, and they pack a great punch for the short time investment.
Mercenary is probably also the first portable FPS to have good multiplayer. Over Wi-fi I get stable matches which don’t have too much lag. The weapons in this game, in particular the special weapon “vanguards”, make multi-player a lot of fun. You’ve got the shoulder-mounted Porcupine rockets (my favorite), the Sky Fury which murders people from orbit, the Arc Missile drone that damages/stuns enemies around you, the unfortunately too powerful Mantis Drone which runs around chopping heads as you pilot it remotely etc. Your standard arsenal plus these vanguards creates a sandbox of chaos, and all of them are a blast to use.
Mercenary is unfortunately limited to 30 FPS due to the restrictions of the Vita hardware, which can be a hindrance during really hectic situations, but despite that I’ve genuinely enjoyed my time with it. There’s a good amount of weapon variety, and the integration of the touch controls work brilliantly.
In the KZ:M OT, pretty much everyone who played Shadowfall incidentally says that Mercenary is the better game. Handheld AAA beating next-gen console AAA, who’da thunk it? Mercenary has tons of replay value, excellent multiplayer, ridiculous weapons, career stat integration to Killzone’s website and incoming DLC that is bound to be fun and keep the servers populated. If you own a Vita and don’t have this game, pick it up now. Apparently they’re selling it for 9 bucks or something in the US and Europe. I’ve got some serious MP grinding left for the platinum, so maybe we’ll wind up shooting at each other.
5. Ginga Force; (Qute, Xbox 360) I almost forgot that Ginga Force released this year, since it came out much earlier in February. Good thing I didn’t, because it was a great shooter release that was not only fun, but managed to actually evolve the genre in a few ways, and therefore deserves a spot on my list.
Ginga Force is a “vertizontal”, a shooter sub-genre that we'll probably see much more of in the future as shooters built for 4:3 cabs disappear and 16:9 becomes the norm. Despite the sheer scarcity of precedents, developer Qute managed to acclimate to the vertizontal style brilliantly in a single game. The game plays smooth as hell, and that’s a testament to tgeur aptitude for game design, tempered over 3 console generations. With Ginga Force, Qute slows down the bullets a bit to give the player more room to work, but keeps the enemies and attacks coming hot and fast, never relenting on the challenge.
The game has a great sense of speed, and in the highest difficulties can be delightfully overwhelming. It's slightly more of a bullet hell shooter than Qute's previous effort Eschatos, especially on the Hard difficulty, but it retains the core dodging mechanics that made their earlier Wonderswan games so memorable. What’s totally innovative is that you slowly unlock more and more optional weapons as you play the game; there are almost 100 of them, each with unique attacks. Some of them are inevitable stronger than others, in fact that’s part of the progression, but you get a gamut of zany lasers and spreads to play around with while you unlock the strongest stuff.
Really the only knock against this game is well, the character art (what were they thinking...), the simplistic polygon graphics and oh the crazy grindfest that is required to comp out its achievements (which I bulldozed through). All told however, these slight drawbacks don't hurt what is a very intense and engaging game. One that was clearly built for consoles, for users that play on consoles, unlike some of the bare-bones arcade ports of this gen, which came off as slap-dash.
6. Legend of Zelda: ALBW; (Nintendo, 3DS) Making a sequel to one of the most beloved SNES games of all time is a pretty safe business move. But when that game adds a brilliant new mechanic in the form of entering walls, says no to Nintendo’s hand-holding tutorial structures, encourages players to explore and learn on their own, nearly tops the first in terms of quality, and is universally loved by fans young and old, you have to hand it to Nintendo as a company. They hit this one out of the park.
The pacing is great, the dungeons are tricky, the bosses are fun, and the story doesn’t get in the way. For an action-RPG that’s about all I need. ALBW definitely ranks near the top of the Zelda series, but it’s also a 3DS classic IMO, and one of those go-to games you can recommend to anyone.
7. Donkey Kong Returns 3D; (Retro/Monster Games, 3DS) DKCR is a game I picked up for the Wii, but never got around to completing because after Sin & Punishment 2, I never turned the Wii back on. The solution to backlogged games is of course to play and beat them, but in this case I took the lazy route out and bought the 3DS version. And I’m glad I did!
Now that I had it on a handheld, I could pop it out on break/on the train and clear a level at a time. One would turn into several and I’d find myself sessioning pretty hard. Puzzle pieces and KONG letters are what you need to find in each level, and grabbing them is always a fun challenge. The 3DS version also has a whole new set of stages (9-1 and up) which are accessed by clearing the “#K levels” in each world, themselves accessed by getting all the puzzle pieces/KONG letters in each stage. I beat the game but didn’t manage to get to the new stages. Considering how hard some of the #K levels are (especially 1-K!!), I’m not sure if I can cut it, but I do want to go back and try one day.
This is a game that benefits from the 3DS’ 3D functions, and it’s fun to turn that on every once in a while to get a gander at the background layers. All in all just a very solid platformer for the 3DS, and definitely worth a play through.
8. The Last of Us; (Naughty Dog, PS3) Naughty Dog’s emotional tour de force on the PS3 did us all the favor of closing the case on whether games can be an expressive art form. The immersive and dread-inducing story, framed with a simple but engaging game system drew me in, and three pizza/coke sessions later I’d beaten it fully satisfied. Not much to say here except that I enjoyed the ride and I’m looking forward to the story DLC coming up this year. For whatever reason I never touched the multiplayer of this game, so my ranking is really only based on my experience with the campaign.
9. Revolver360: Reactor; (Cross Eaglet, PC) Revolver 360 was one of the very few Xbox Live Indie Games worth giving a shit about. Reactor is its sequel which keeps the core “rotation” mechanic of the original untouched, and adds peripheral features around it to create a more full experience. Whereas the prequel was very focused on rotating and lining up flying enemies in the best combination to score, for this game CrossEaglet added background enemies all around you (located on surfaces, buildings, highways etc.), which you can only hit by getting close and using your lock-on weapon. This encourages you to zoom around the screen and rotate quite a bit to find hidden background enemies, while taking care of all the flying enemies that are already coming at you. Some background enemies have 1-ups, overdrive recovery or laser recovery items, so they're worth seeking out to survive and to score.
The game also has a route-splitting system where maybe 3 or 4 times a level you can fork down a different path. Harder routes open up the better you score, so every time you play the game feels a little bit different.
Reactor's client includes twitter integration, which posts your high-scores and achievement unlocks automatically. This is something I've been waiting on other games to include for awhile now so I'm digging it.
The game came out literally on the last day of eligibility for the GOTY competition (12/31), but my limited time with it has already shown me that it's an impressive shooter. Cross Eaglet and Yotsubane are without a doubt at the top of the “indie” (doujin) game.
The PC demo for this game was actually just released today, so try it out if you’re interested.
http://crosseaglet.xii.jp/game/R360R/download.html
10. Tearaway; (Media Molecule, PS Vita) Late last year around November, I’d finished Killzone and was hard up for a new Vita game. I downloaded a bunch of demos from the PSN store and tried them all out, one of them being Little Big Planet Vita. When I played through it, there was something about the forced “whimsicalness” of the British narrator that really irked me. It had this faux Edward Scissorhands air to it that just really oversold the quirk. I wound up passing on the game because of it.
Tearaway still has a bit of that whimsicalness, but its unassuming world is much more genuine. The narrative is there, but it’s minimal and not overwhelming. Things unfold naturally. Everything feels like a discovery. The world that Iota and friends inhabit can at times be spare and minimal, allowing you to quietly explore a silent paper forest as long as you want. Or it can be fast and hectic as wild white paper wendigos chuck rock after rock at you. It has its clangy, loud moments and its quiet and introspective ones.
The game brings Vita features deep into the gameplay: taking pictures of people, animals, landscape, cutting up papercraft to build a new face for somebody, rotating the Vita to progress through a maze, and peeling off covers on platforms with your finger on the touch screen. None of this winds up feeling gimmicky, since they’re extensions of the game and its world setting (you are god!). Whereas in other games collectibles can feel like a chore, once you beat Tearaway and take a gander at all the goofy pictures you’ve taken, all the papercraft you’ve collected etc. etc. the collectibles become an album of memories from a journey worth remembering. They’re yours to keep.
Honorable Mentions:
x. Hatsune Miku -Project DIVA- Arcade: Future Tone; (SEGA Arcade) I’ve been putting some credits in this one when I can’t play Crimzon Clover at the arcade (due to Blazblue players hogging NESiCA cabs). Much stricter in timing than the console versions, the arcade side of Miku can be a bit frustrating, but the controls are awesome. There’s something massively addicting about holding down one button while hitting the rest in increasingly complex sequences.
If you have a Nico account, here’s one of the more reasonable stages on Extreme:
http://www.nicovideo.jp/watch/sm22428431 .
I’m really more of a spectator for this game than anything, but when I do play, the song selection and unlockable costumes keep me happy.
x. 3DS Streetpass Games; I got obsessed with these earlier in the year, and carried my 3DS literally everywhere I went for probably 6 months. All four games have a great deal of charm. These games were also single-handedly responsible for majorly upping the number of Streetpasses in Japan, which helps when you’re trying to get Streetpasses for more minor games. A fun ride, although I’m a little tired of the games now.
2012. Virtua Fighter 5: Final Showdown; (PS3) I kept playing VF5 this year, and even went to my first tournament!
Maining Brad, I can do OK on PSN, but I pretty much get annihilated in the arcades. I'm still just swimming in the kiddy pool of the deepest fighter out there.