1.
Akai Katana Shin ;
To be honest, I wasn't expecting much out of this game. The arcade release didn't get much buzz, and I didn't like the demo very much, so needless to say, when I finally bought it I was amazed at just how good it was. There are three different modes on disc, and each one of them is worth playing and learning in their own right. Arcade mode has a limitation on its scoring system: you can only have 256 pieces of gold circling your character at a time, so that in turn makes the game very fast paced - constantly switching between gathering energy in plane form, and scoring in ninja form. And due to the nature of the scoring system (most of your points come from cancelling enemy bullets), the player has a
ton of room for creative strategy. Zetsu mode is similar to Arcade, except it's been rebalanced in lots of different ways. The biggest change is to the scoring system: the 256 gold cap has been removed, so you can really go all out with massive scoring opportunities. There's also an additional stage, some of the enemy layouts and bullet patterns have been altered, some properties have been changed, and the balance between the three characters is a lot better, amongst other little things here and there. It's just a great update to the arcade version from top to bottom. And finally, there's Shin mode, which is my favorite of the bunch. Shin is basically an entirely different game from Arcade/Zetsu: the bullet reflect, invinciblitly, and general concept of turning bullets into gold was scrapped. Instead, you build up a meter by destroying enemies with your rapid shot, and then cash it in by unleashing a wave of enormous katanas that destroy everything in their path, while causing enemies to shed tons of scoring items along the way. It's completely over the top, and it's completely awesome.
2.
Dark Souls ;
As the sequel to Demon's Souls, this became one of my most anticipated of all time from the minute it was announced. While From did stumble in a few areas - most notably the inferior online structure - they still managed to improve the formula as a whole. I was completely against the idea of an open world from the onset, but I actually think it helped to enhance the experience a lot. Because exploration and the sense of discovery is a huge part of the series, having one enormous, seemless world filled with traps, treasure, secrets, and potential death around every unknown corner is more interesting to take in than the "level" structure of its predecessor. Couple that with From's peerless dark-fantasy art design, and this winds up being one of the most atmospheric/immersive games I've ever played. Of course, the actual gameplay is why the game is revered, and deservedly so. Simply put, there's a ton of variety between all of the weapons, character builds, enemies, bosses, stage design, and potential playstyles - enough to make the game nearly endlessly replayable.
3.
Hard Corps: Uprising ;
I think they could've trimmed this game down a little bit, because it's
really long as it is, but I'm not complaining because almost all of its content is fantastic - just like Metal Slug 3. I guess Arc decided that they had too many awesome ideas to put any of them on the chopping block. Anyway, perhaps the best thing about this game is that it gives the player a ton of tools, and the stage layouts and enemies are designed with this in mind - forcing the player to use everything at their disposal if they want to advance. This stops the game from being too repetitive on replays, because there are a bunch of different ways to approach each situation. There are two modes in the game: Arcade and Rising. Arcade is clearly how the game was balanced and meant to be played, but Rising is a nice bonus. In Rising, the point you earn in each stage are converted to currency, which can be used to buy new abilities, powerups, starting equipment, and lives. It also gives you the ability to play any stage you want, so it can be used as a training mode of sorts if you want to practice that one stage that keeps screwing you up. Also of note is the downloadable character, Sayuri; simply put, she is Strider. This adds even more variety to the game, because it gives you the option of playing it as a classic run-and-gun with the standard soldier-type characters, or you can switch over to the samurai and try melee'ing your way through everything. [And funnily (or sadly) enough, this game does more to respect Strider's principles than the latest game from Strider's creator, Moon Diver.] Sadly, the scoring system is easily exploited and thus pretty broken, but regardless, this is still one of my favorite run-and-guns of all time, and most likely the best one since Contra: Shattered Soldier from 2002.
4.
Catherine ;
This generation's best puzzle game. There's a ton of variety between all of the block types that are constantly introduced, and the new block formations that you always have to deal with. And with the constant pressure of blocks falling out from under you, the sense of urgency great. You need to be fast in order to combo an entire stage while collecting all of the money, which is necessary if you want the highest rank on each stage. Atlus also did a fantastic job at handling the difficulty setttings: Normal can be challenging, but you've got a fail-safe (the undo button) that can erase your mistakes and help you through the stages. Hard takes your crutch away, and most importantly, it changes up the block layouts on every stage so they're harder and more complex. The story is decent, which is enough to make player keep going in order to see how all of it plays out, but it does jump the shark at the end. Which is a non-issue to me, because the gameplay is why I enjoyed the game so much. Beyond that, the art and graphics are great (they nailed the anime look for 3D models much better than most developers), and the soundtrack is top-notch, as usual for Meguro. The one major issue I have with the game is that sometimes, in some stages, you can get absolutely screwed by no fault of your own due to the random 'mystery' boxes. This only becomes a problem on rare occasions though, so I won't knock the game too hard for it. But it's still really annoying (fucking Obelisk).
5.
Child of Eden ;
This is another game that took me by surprise. While I liked Rez, it's a game that I feel has no real substance to it; it's fun for a playthrough every now and then for the awesome audio/visual experience, but the game itself is pretty dull. Child of Eden rectifies this issue with its excellent rhythm-based scoring system. Timing your octolocks in turn with the beat and chaining an entire stage from start to finish is very satisfying, making the stages fun to replay in order to find new, higher scoring paths. Then after you've had your fill of Normal mode, you can move up to Hard mode, which has altered enemy patterns and health, making you find new ways to deal with everything while preserving your chain. And finally, there's a bonus stage that can be a challenge to clear, let alone score well on, so the game has plenty of content to keep you busy for quite a while.
6.
Strania: The Stella Machina ;
This game was a nice change of pace from the usual bullet hell shooters that almost every developer is making these days. This is what I like about G.rev; they don't want to follow in Cave's footsteps, they set themselves apart by making great games with their own style. The main concept here is the weapon system: there are nine different weapons in total, and you can use two of them at a time, while holding a third in reserve. When you kill an enemy, your weapons gain "experience" (I guess); they don't actually increase in power, but instead they gain ranks (from 10th Kyu to 10th Dan), earning bonus points each time they rank up. Once a weapon reaches 1st Dan, it will give an additional million point bonus as an end-of-game clear bonus, which is a pretty massive amount. So in order to score well, you'll need to use every weapon equally in order to get a 9 million point bonus at the end. The nice thing about this is that weapons flow freely throughout each stage, so you're never stuck trying to figure out the "one true path" in order to get the max bonus - you have enough freedom to experiment and figure things out on your own. There's also the Overdrive system, which makes you invincible once activated, and gives you an increasing multiplier until it finally runs out. The most obvious area to use this on is the bosses; saving your O/D until they're just about dead, and timing the kill just as your meter is about to run out for a 2x bonus adds a nice element of risk/reward. In the grand scheme of things, the points you earn from this ability are pretty miniscule, but ideal use of O/D is what helps separate the absolute best players from the rest. The presentation is also very nice. Because the game is entirely 3D, there are lots of 'cinematic' camera angles throughout the stages, as well as some cool boss introduction scenes. It's a nice touch that I certainly appreciated.
7.
Muchi Muchi Pork! & Pink Sweets ;
I wasn't sure where to place this one. On one hand, I enjoy both games a lot on a basic level - MMP has a fun scoring system, and the Raizing x Cave feel of the game is pretty unique, while Pink Sweets is a bit more traditional for Yagawa. But on the other hand, the amount of boss milking required for good scores in either game stops me from enjoying them as much as I would like, because that's something that I can't stand in excess. Both games are still really good though, and Pink Sweets in particular seems to have been greatly improved with version 1.01. There are a couple bonus modes that I like as well, namely Pink Sweets' arrange and Muchi Muchi Pork's matsuri version, so I'm sure this is a game I'll keep coming back to for quite a while.
8.
Serious Sam 3: BFE ;
This game can be summed up in just a few sentences. In short, it's a relentless onslaught from start to finish. You're given a wide variety of weapons to deal with a wide variety of enemies, who pursue you in one swarm after another. It's fast, it's challenging, and it's a lot of fun. Plain and simple.
9.
Bangai-O HD: Missile Fury ;
With over 100 stages in this game, it's packed with a lot content. And of course, with so much content, not all of it can be good. Indeed, quite a few of those stages are pretty boring or downright bad. But when this game as at its peak, it more than makes up for any shortcomings. In particular, I want to highlight two of the modes that are unlocked after completing the Fury campaign: Extreme mode and Puzzle mode. Extreme mode is aptly named; Treasure did not hold anything back here, and as such, these stages were the highlight of the game for me because they feature some of the most creative and challenging level design I've seen in ages. Puzzle mode is a bit different from the rest of the game, in that the stages are literally puzzles that you have to figure out in order to reach the finish line. There are only 6 of these stages, but they are very well designed and a lot of fun to complete. And just the core mechanics of the game are great - dashing into a huge swarm of enemies, freezing countless bullets, and countering them with 1000 super-sized missiles of your own results in pure chaos and a ton of fun.
10.
Ghost Trick ;
First and foremost, the presentation of this game is absolutely excellent. The animation is fantastic, the graphics have a lot of attention to detail, the soundtrack is great, and the story and characters are some of my favorites this gen. The gameplay systems are creative and incredibly unique, which makes solving each of the puzzles a lot of fun. Honestly, I don't have too much to say about this game other than I enjoyed the hell out of it.
x.
King of Fighters XIII ; This game would absolutely be in my top 10 if I had played it more, because right now I feel like I've only scratched the surface. But so far I love everything about it: the wide variety of characters, the tight fighting engine, the gorgeous graphics, the customization, and best of all, the total lack of a comeback mechanic. Just pure honest fighting, as the OT says.
x.
Yakuza 4 ; A nice return to form for the series after the mediocre Yakuza 3. The four playable characters add a breath of fresh air to the combat with their new playstyles, and the story is as entertaining and ridiculous as ever (maybe a little too ridiculous at times). I still need to revisit this on higher difficulties and complete all of the side missions, but I enjoyed my initial playthrough a lot and I'm looking forward to my eventual replay.
x.
Portal 2 ; This game starts out pretty slow, but once it picks up it stays great until the finish. Some of the new mechanics, like the gels and gravity beams, really added some much needed variety to the game, and it let Valve get more inventive with the puzzles. The co-op campaign was also a lot of fun, and the story and characters were enjoyable throughout. I liked this game a lot, and really, the only reason Ghost Trick is in my top 10 instead of this is because I liked the story and presentation in GT more - Portal 2 has more meat to it as a game.
2010.
Espgaluda II Black Label ;
I finally dug into this game last month, and it is absolutely fantastic. It's an improvement over its predecessor in every way, and one of Cave's best games yet. The original Espgaluda was an excellent introductory shooter to bullet hell: the difficulty is relatively light and its scoring system is easy to understand. Espgaluda II is the complete opposite. This is one of Cave's hardest single-loop games, complete with a scoring system that has several layers of complexity to it which I won't even attempt to summarize. But I'm certain that those who are dedicated enough to learn the game and play it to completion will absolutely love it, just as I did. Exclusive to the 360 port is the Black Label arrange mode, which adds a new playable character (Seseri) and changes up the game's systems by adding invincibility, bullet-splitting, a chaining meter, and other odds and ends. It's quite different from the vanilla game, but I think it's one of Cave's best console-exclusive modes, so it's well worth learning on its own. I've only beaten each mode a single time, so I'm sure this game will become a mainstay for me because I still have a lot to learn.
Hope the formatting is okay, and sorry about the lack of paragraphs. I'm too lazy to go back and edit this any further.