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Venuz Patrol
Mar 27, 2011
I think i've got a handle on my list with room for something i play in december somewhere in the #10-7 slot, but i still have to write out all my entries. argh

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Venuz Patrol
Mar 27, 2011
lyle in cube sector rocks. a classic freeware game for sure

Venuz Patrol
Mar 27, 2011
I think the only logical compromise is to number games by preference but list them in chronological order to provide context for when you played them

Venuz Patrol
Mar 27, 2011

Kazzah posted:

List in alphab order of 3rd-last character:
6. Nier Automata
3. Spider-Man 2
2. The Case of the Golden Idol
5. The Roottrees Are Dead
1. The Witcher 3
9. Terraformers
10. Ghostrunner
4. Tunic
8. Total War: 3 Kingdoms
7. Horizon Forbidden West: Burning Shores

Thank you.

Venuz Patrol
Mar 27, 2011

TheHoosier posted:

5. Silhouette Mirage - I had no idea this game existed before it was a Saturn Game Club entry. It's an amazing 2D run'n'gun with light RPG elements for Saturn/Playstation by Treasure that's oozing with style and personality. I have no loving idea what's going on in the game, even with a translation patch, but I don't care. The game is a buttery smooth Rollercoaster of cool setpieces and amazing boss fights, with enough depth in the combat system to keep you engaged. Hell, the first boss is a bug wizard that opens wormholes from which goddamn Battleships fire on you. Another boss has to be killed by poisoning his soup, and yet another is a horrific anime girl fish monster.

This game is extremely rad. Emulate if you have to, but give it a chance.

didn't see this list when it was posted and just wanted to say hell yeah. this is one of the all time great action games out there, so many of the boss fights are incredible. it's a shame the official PS1 translation ruined one of the game's core systems by loving with the weapon balance

Venuz Patrol
Mar 27, 2011
Honorable Mentions:
Touhou: Artificial Dream in Arcadia: I love the oddball mashup of shmup and dungeon crawler mechanics, but I got distracted by other games and haven't finished it yet.
In Stars and Time: Still playing this game. I like it so far, but I didn't want to rush it through to get it on this list. It'll go on next year's list if I like it enough.
Stuffo the Puzzle Bot: Really great soundtrack. Still on regular rotation.

https://www.youtube.com/watch?v=DtnBsTT_afA

10. Super Snail
[Ios/Android]



This is a difficult inclusion. Super Snail is, and I don't say this lightly, an Evil game. It's the most monetized game I've ever played, for one. Every screen you can visit can trigger a special offer for a pile of goodies you don't need that you can buy with real money. It's a mobile gacha game, through and through, designed to eat up time and attention and offer back a distant illusion of progress that you could surely expedite, if you were just willing to kick in ten bucks for one of its dozens of customized season passes.... So, why is this game on this list?

Developer QCPlay was already on my radar from previous release Gumball and Dungeons, a similarly high effort mobile game (amusingly originally intended as a Dragon Quest game, until they failed to secure the license and were forced to sand all the iconic teardrops off their slimes and call them gumballs instead). Despite their willingness to indulge in all the awful trends of mobile game markets, these are real, proper game designers, who have buried a real, actual game under all of Super Snail's idle timers and base management bullshit.

Super Snail is constantly shifting, adding new layers of complexity and shaking up existing mechanics. It's the only gacha game I'm aware of in which your gacha machine can be stolen from you temporarily if you use it too much, forcing you to wait on spending tickets until the thief decides its rates are too poo poo to bother with and returns it to you. There's a dating sim mechanic in which various characters met in your travels (male, female, or both) will find out about your secret base and decide to mooch off you, which is some of the funniest writing in the game.

On that note, the writing is weirdly good for a game that's approximately 80% random pop culture references. The eight demon lords you've been tasked with defeating by the mysterious god "Earth's Will" all have detailed and consistent backstories. There are a few honest-to-god effective twists in the plot, and a lingering question about how shady the god you've signed your life to actually is.

A predatory mobile game shouldn't deserve one minute of my attention, let alone one of the coveted slots on my illustrious top ten list, but Super Snail spits in the face of all that, and god. I can't stop thinking about it, about how many interesting game design lessons are nestled within its strange and evil exterior. So, by compromise, it's grudgingly earned my #10. Just, for god's sake, if any of this backhanded review piques your interest, set a budget for yourself and don't exceed it for any reason.

9. BOSSGAME: The Final Boss is Your Heart
[Steam]



BOSSGAME is an action rpg about two dirtbag lesbians, Sophie and Anna, trying to earn rent money by taking random mercenary work in the big city. The story is low pressure fun, with a little melodrama mixed in to spice things up. The plot is needs-suiting, even maybe good, but the reason this game is on the list is the gameplay.

BOSSGAME is really, really fun to play. It uses a combat system reminiscent of the Mario and Luigi rpgs in which both party members are controlled simultaneously. Enemies telegraph attacks that need to be blocked using the left or right side of the gamepad based on character, draining stamina. Attacking also drains stamina, so a careful balance of offense and defense needs to be maintained to survive. Most interestingly, there's no turns: enemies repeat attack patterns usually without waiting for a counterattack, so combat becomes a brain-bending routine of multitasking, with one character needing to block attacks while the other sneaks in some damage. A combo system encourages keeping up constant pressure, with the reward being increased progress toward a super attack that can briefly stun bosses and allow some easy hits before returning to defensive play. The end result is fast paced, engaging, and totally unique combat that was fun to learn for each of the dozens of boss fights in the game.

I'm glad this game ended up being good enough to recommend here, not just because I, too, am lesbian, but because I love designers that are willing to take a chance on unique control schemes. Part of the fun of playing BOSSGAME was getting to learn how to play without being able to rely on any of the muscle memory I've accrued over years of playing other action games. I only wish it weren't so short. Of all the games on this list, this is the one I would most want to see expanded into a full 40-60 hour RPG epic.

8. Slay the Princess
[Steam]



A Myers-Briggs test for fetishes. Keep that in mind whenever anybody who tries to talk to you about their favorite "route". Great writing though

7. EDF 5
[Steam]



My official Multiplayer Game Experience of the Year. The EDF (EDF! EDF! EDF!) series is an alien invasion resistance simulator that exists somewhere between Dynasty Warriors and Monster Hunter in gameplay. I've known about the series for a long time, and I had assumed it was the kind of loud dumb fun that makes for punchy clips but wears out its welcome quickly. To be clear, it definitely is loud, and dumb, and fun, but it also has significantly more mechanical depth and complexity than I expected, which kept it fresh and engaging for as long as I played it.

Mechanics like building destruction and corpse hitboxes looks like they're just they're there for spectacle at first, but as levels progress and more and more aggressive enemy types are introduced, these seemingly incidental details take on more and more importance as you need to manage cover and enemy sight lines more effectively. This is the game's most potent tool, I think: everything that makes it great as a ridiculous carnage sandbox has been meticulously designed to also work in the higher difficulty levels to deliver a genuinely tense and highly mobile shooter.

6. Slayers X: Terminal Aftermath: Vengeance of the Slayers
[Steam]



A boomer shooter in the same canon as Hypnospace Outlaw, partially developed by troubled teen ZANE_ROCKS_14 and polished up for release 22 years later. For an elaborate shitpost, it's very well made, but what most interests me about it is its contradictory nature. Outwardly, it's completely juvenile and silly about everything it does, filled with poop jokes and mouthy rats and evil stepdads. Underneath that, there's the deep melancholy of a 36 year old desperately trying to relive the last time in his life that he felt cool.

all the levels in the game faithfully recreate scenes of Zane's Idaho childhood, from ritzy suburban neighborhoods to car parks to the local fair, but they're all just a little bit too eerily empty for the settings they're trying to evoke. The protagonist's sincere love for his mother completely clashes with the badass attitude he brings to every other scene. Zane put his all into voice acting the protagonist's lines, while every other character sounds like they're reciting lines into their phone in a bathroom. The end result is a masterpiece in immersive game design, meticulously arranged to feel like it came from a very specific time and place in a fictional alternate universe. It's so effective that even the parts that don't work can be argued as a deliberate part of the overall period piece, like the confusingly short penultimate level or unnecessarily annoying final boss.

5. Cobalt Core
[Steam]



A card battler built around spaceship combat. It should be immediately apparent to anybody who's played a lot of Slay-The-Spire-likes that Cobalt Core is on the easier side, but that's a deliberate choice here, in an effort to create an engaging narrative experience rather than a perfectly tuned progression treadmill. While Inscryption (another narrative card battler) managed its story by bringing the player away from the cards for cutscenes or escape room sequences, Cobalt Core delivers everything within its roguelike framework, even going as far as coming up with a time loop justification for why the player is repeating runs to progress the story.

In that regard it compares more closely to Hades than other card battlers, and I also think that's a good comparison because I really like the characters and character interactions in Cobalt Core. Each round starts with the selection of three of the (after finishing a short period of unlocks) 7 crewmates available to play with, and every combination of characters has interesting discussions and interactions between them. Characters also have lines to acknowledge specific artifacts, cards, or game states (like big damage or status effects) that offers a level of reactivity to make each run that much more unique. Also like Hades, there's a concrete ending sequence. Backstory for each crewmate is delivered piecemeal throughout the game, and while there aren't any earthshattering twists or revelations, the ending does a good job of tying everything together for a proper sendoff.

Shoutout to Riggs. Best possum in the galaxy.

!Great Soundtrack Alert!
https://www.youtube.com/watch?v=C0b3p1teA9M

4. Going Down (2014 Doom megawad)
[Doomworld File Depot]



This year, I played MyHouse.wad. More and more people were talking about it, and I wanted to give it a try myself before someone randomly spoiled it for me. I didn't end up caring for it much! It did some interesting things, and it was definitely well made, but I'm not that interested in the creepypasta style it was going for.

It did pique my interest in the rich ecosystem of Doom modding that's been quietly trucking along for 30 years before myhouse ever released, though. A friend recommended Going Down, which I found to be terrific, and then I spent the rest of the year playing random wads (level packs) whenever I didn't have anything else to do. Doom has become invaluable to me as a podcast game, especially as I've only just been able to extract myself from Tactical Nexus's cunning grasp this year.

So, without further ado: The Official Doom Wads of the Year Minilist:

10 Struggle: Antaresian Legacy - Most of the levels in this wad focus on low-pressure exploration, but my favorites were the wide-open chaotic battles. I especially like the capstone levels of the first two chapters (maps 11 and 20), which both feature massive arenas with hundreds of enemies active at once.
9 Ancient Aliens - A collab megawad with great aesthetic and theming. Level quality is inconsistent, which makes sense given how many authors were involved, but the best levels in the wad are excellent.
8 Dust Devil - A short campaign of two interconnected levels with a bunch of interesting custom content. The use of grenade launchers and shielded enemies was especially cool, and not something I expected the doom engine to be able to do.
7 Lullaby - A stylish single-map wad in a decidedly undoomlike blue dreamland. There's only five or so major setpiece encounters, but they're all very memorable.
6 Doom 2 - I love how experimental the design in Doom 2 is, especially given that the entire genre of fps was brand new at this point in history. there's abstract levels, puzzle levels, diagetic cityscapes, and more. It's easy to see its influence in every fps to ever follow in its wake.
5 Overboard - A newer wad by the same author of Going Down with a great gimmick- the first five levels are followed by a set of hard mode remixes that use the same maps with more aggressive enemy arrangements. I particularly liked the last map of hard mode, which is identical to its normal mode variant except that it spawns all 500 enemies in the moment the level starts instead of deploying in piecemeal waves as it does in the original.
4 The Thing You Can't Defeat - An experimental remix of the first chapter of Doom 1. Very interesting premise and punchline. If you liked MyHouse.wad, I'd highly recommend checking it out.
3 Tarnsman's Projectile Hell - This is the first touhou game I've played, technically. Deviously difficult design with an emphasis on long distance hitscan enemies that would be extremely annoying in the hands of a level designer any less obviously talented than Tarnsman.
2 Unloved - An ambitious continuous campaign that takes place in a Silent Hill-esque house with several portals to distorted nightmare realms. I like that small amounts of progress are made in each level at a time with frequent revisits to the main hub, and I love the dark atmosphere. Very creepy. Also insanely difficult.
1 Going Down - My favorite by a long shot. The amount of variety in level and encounter design is incredible on its own, but I particularly like the care that went into giving each level a unique identity that still makes sense in the context of the wad's premise (taking an elevator floor by floor down into the depths of hell). Every level is meticulously designed to use the entire space, usually multiple times as later encounters in each level usually reuse the same arenas with additional twists on the layout and enemy deployments.

3. Pizza Tower
[Steam]



A fluid platformer heavily inspired by the Wario Land games. Its most notable design choice is the lack of fail state when exploring levels. There's no health bar, and falling into pits only resets the room, so there's no significant pressure until the timed escape sequence at the end of each level. That's not to say the game lacks challenge, though. Far from it- the challenge comes not from reaching the end of each room, but in doing so as efficiently as possible. Pizza Tower's principle antagonist is the 5 second combo timer in the top right, forcing a constant stream of action. Every level has just enough stuff in each room to allow a single combo to be carried from start to level finish, which confers the coveted P Rank medal on level completion.

Full P Rank completion is what I spent three months obsessively chasing at the start of this year. Movement in Pizza Tower is so fluid, and so satisfying to learn how to fully utilize, that I couldn't resist going for it. I got so far into it that after finishing the game, I went back in immediately for an optional challenge that requires full P rank completion of the game in less than 4 hours, which required being able to clear each level with perfect consistency.

!Great Soundtrack Alert!
https://www.youtube.com/watch?v=NWoTeTZL-C8

2. Beton Brutal
[Steam]



The trailer for Beton Brutal immediately spoke to me. I've been a fan of persistent-state platforming games for ages, and it's a sorely underserved genre (mostly lurking in MMOs and player-made levels for games like Mario Maker). I like the emphasis on meditative upward progress, and I especially like the increasing pressure that builds as each subsequent jump risks losing more progress than the previous. Beton Brutal's developer was able to deliver this perfectly while also maintaining a consistent and interesting visual style (a stark contrast to the dreadful nft tie-in climbing game Only Up, which also released this year).

For weeks, I opened Beton Brutal after work and played for thirty minutes to an hour, usually seeing some small amount of new progress before inevitably taking a long fall and rage quitting for the day. I don't think I can call this the hardest game I've ever played, given that there's an entire community of people that can complete the entire climb in less than ten minutes, but I do think I'm uniquely poorly suited for games like this, given the extreme precision required. Still, that made it all the more satisfying to finally complete the game after almost exactly 20 hours of effort.

Three months later the DLC "Beton Bath", with another 500 meter tower with new obstacles, mechanics, and visual aesthetic (themed after public pool equipment, which honestly looks great decorating the tower), released. This dlc had mixed reviews, but it cemented this game as a whole as a favorite for me. The new tower has a very different design approach, with more focus on interpreting strange geometry, seeking out aggressive shortcuts, and taking giant leaps of faith. The last 100 meters particularly impressed me, with numerous falls onto trampolines 80 meters below to stride the entire tower in one jump and reach new ladders, before climbing just a few meters higher and repeating the process back to the opposite side.

trying to settle on which screenshot to include with the entry was agonizing, so I'm going to post a bunch more here. I love how this game looks.



Don't worry about the vertigo meter in the bottom left. It's probably nothing to worry about.

1. Void Stranger
[Steam]



Void Stranger is a tile-based puzzle game featuring a magic wand that can pick tiles up and place them elsewhere. Help the noble handmaiden Gray delve into the 256th floor of the mysterious Void to fulfill her heart's desire, learning more about her past by peeking into her memories as she rests at checkpoints along the way.

...But that's not sufficient to describe it, really. The best way I can come up with to describe what Void Stranger actually is, is as a seemingly normal block-pushing puzzle game that's had an entire additional Myst-like adventure game layered over it. The puzzle game is real, and it can be engaged with honestly from start to finish, but the true fun of the game (and several of its many, many possible endings) comes from interpreting obscure clues in the lore and interface to dive deeper.

The more that's learned, the easier it is to navigate the underlying puzzle game. Almost every object in the game has hidden mechanics related to it, opening up easier routes through initially difficult puzzles or allowing the use of shortcuts to skip floors entirely. Once these tricks are mastered, only thirty or so of the game's 256 floors even need to be visited to complete a run, and most of them can be cleared in seconds.

That's a good thing, too, because there's a lot of travel to specific floors needed to find all the secrets in the game. This is a game that thrives on friction in its play experience, which means it's definitely not going to be a game for everybody. If clues regarding certain shortcuts or secrets are missed, it can add a lot of unnecessary work to completing the game. But I personally love that kind of obscurity in games, and I really appreciate that the developer System Erasure (who made the similarly excellent ZeroRanger) was willing to take a chance on a niche-of-a-niche genre that could really speak to its core demographic: me specifically.

I'm not going to talk much about the plot, because most of it is deeply tangled with the Void Stranger's deepest secrets. That said, I appreciate that every route through the game, even the ones that don't engage with all the secret hunting, have been given fully fledged stories. Even the bad ending has a loving awesome finale, to the extent that I would recommend seeking it out before engaging with the rest of the game's content (if you get offered a fruit, go ahead and eat it!)

Void Stranger is good enough to make it onto my top ten list of games of all time. I've put it at #6, just behind Iji and just ahead of Full Bore. Everything about it is loving awesome. Check it out!

!Great Soundtrack Alert!
https://www.youtube.com/watch?v=jrhqynzJUqY

E-Z Tally Shortlist for the tally people:
10. Super Snail
9. BOSSGAME: The Final Boss is Your Heart
8. Slay the Princess
7. Earth Defense Force 5
6. Slayers X: Terminal Aftermath: Vengeance of the Slayer
5. Cobalt Core
4. Going Down (2014 Doom wad)
3. Pizza Tower
2. Beton Brutal
1. Void Stranger

Venuz Patrol fucked around with this message at 06:56 on Dec 16, 2023

Venuz Patrol
Mar 27, 2011

ToxicFrog posted:

The Eye, a single level (but what a level!), by the same author.

i played this one a few days ago and loved it. midsize, single-level exploration wads are the best

Venuz Patrol
Mar 27, 2011

ToxicFrog posted:

What are some of your faves? It's not a style I've played a lot of but I like it.

I wrote about them a little bit in my list, but Dust Devil and Lullaby are both small wads with great exploration

Venuz Patrol
Mar 27, 2011
talos principle 2 was a victim of poor timing for me, it came out at the same time as Slay the Princess and (tp2 third act story spoilers) imo StP took the concept of building a Socratic dialogue out of your own thoughts and actions in a much more interesting direction

Venuz Patrol
Mar 27, 2011

Morphogenic96 posted:

6. Jack Jeanne


An Otome VN about a girl who crossdresses her way into an all male acting school. There’s a charming earnest passion to the whole thing that I loved about this with pretty much every character wholeheartedly dedicated to the stage. It’s pretty nice about gender norms too; there's boys who dress and act like girls and that’s considered perfectly normal. The rhythm game is only like 5% of the game but it’s pretty fun and the background dances have some entertaining choreography. Voice work is great too; I can really hear their joy, their tears, their rage and their love through their voices, sometimes done subtly and sometimes clear as day.

Favourite track: I swear this song is a reference to The Greatest Showman

whoa

Venuz Patrol
Mar 27, 2011

ImpAtom posted:

Though if I had to pick the song that most stood out to me it would be The Anthropocene, which goes wayyyyyyy too hard for a game about rodents fighting.
https://www.youtube.com/watch?v=25YGb1JX9bQ

dude... that's sick

Venuz Patrol
Mar 27, 2011
2018 had la mulana 2, crosscode, AND iconoclasts. thats actually an insane year for gaming

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Venuz Patrol
Mar 27, 2011
i'm happy to see Archvale mentioned even in passing. i played it expecting it to be a 7/10 nothing game, but it's a true hidden gem

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