Anyway, without further adieu ....
Honorable Mentions:
Portal 2: How can
a game with virtually no “dialogue” (if that means conversations between two
characters) have some of the best spoken lines in all video game history? I
have both the original and a capella versions of the Turret Opera on my iTunes
(yes, I have “Still Alive” as well).
Railroad Tycoon II:
A brilliant simulator that makes you actually feel like a turn-of-the-century
robber baron (by far, the game is most fun to play when set in the late 19th
century). If every man goes through his “trains!” phase, this was mine. As in
real life, I am not good at playing the stock market.
Horizon: Zero Dawn:
Robot dinosaurs! Incredibly, Horizon:
Zero Dawn takes a core concept that sounds like word association from an
over-caffeinated twelve-year boy and makes an entirely serious game about
it—and it works. It works so well, in
fact, that I loved it despite the fact that the plot and entire world-building
background centers around my single greatest phobia (no, not that—being alive
for the extinction of humanity).
10. Sid Meier’s
Gettysburg: I find it odd that very few games have sought to replicate
Gettysburg’s spin on an RTS—focusing combat around regiments rather than
individual units and prioritizing morale over raw numbers. But the thing I like
best about Gettysburg—and sadly it’s mostly unique too—is in how it
concentrates on controlling territory
(and terrain). Many RTS games, for me, might as well have a blank screen over
80% of the map between my base and my opponent’s base. You build up your force,
and then try to swarm your opponent before he or she swarms you. But in
Gettysburg, the goal of missions is not “wipe out your opposition”. It’s to
capture and hold a ridge, or dig in and hold an exposed farmhouse.
My only critiques are that I want this game to be bigger. I
want it to encompass dozens of maps spanning the entirety of the Civil War. I
want to be able memorize even more obscure Union and Confederate generals and
wonder if they really were “mediocre” or if that was just a game balance
decision. The random battle generator is okay, but this game screams for
user-created expansions which I’ve never been able to find.
9. Crimson Skies:
A pulpy fun flight simulator taking place in an alternate history 1930s where
America has fractured and Zeppelin travel rules the day. The game doesn’t
hesitate to lean into its concept (phrases like “broad” and “floozy”
abound), and it does a great job world-building in a relatively short period of
time. Somehow, I could meet an enemy “ace” for the first time in the middle of
a mission and yet still feel like we had a history of epic dogfights together
of which this was only the latest. Meanwhile, each of the locations the game
takes you to (Hawaii, the Pacific Northwest, Hollywood, the Rocky Mountains,
and New York City) are a blast and a half.
A sequel, High Road to
Revenge, was released on Xbox and leaned a little too hard into the
arcade-y elements (power-ups, automatic evasive maneuvers with the press of a
button, and so on). But the original PC game was just right—planes flew exactly
like how someone who knows nothing about planes thinks planes fly, which is
just perfect. You felt like an ace pilot because of your skill (even though
behind the hood the game is really holding your hand). Piloting a gyrocopter through half-built New York City skyscrapers, or a prototype single-engine through the Hollywood "O", is great. Doing it to evade local security, then doing a loop and turning both guns on them -- well, that's the cat's meow.
8. Mass Effect (Trilogy and Andromeda): As far as
I’m concerned, the definitive space opera (even muscling out Halo). Fabulous voice acting (listening
to Martin Sheen play evil Jed Bartlett is one of the great joys of my life) and
memorable plot lines pair with a morality system that at least inches away from
“basically decent person or utter asshole.” The universe feels genuinely alive,
like there’s an ecosystem and civilization that you’re very much a part of, but
also moves in your absence.
I can’t really separate out the core trilogy games from one
another (each sequel seemed to simultaneously step slightly forward and back),
which is not I think an uncommon position. What may be more uncommon is that I
think Andromeda stands right in there
with the core series. Yes, it was disappointing that it took us to a brand new
galaxy and only gave us two new species (while eliminating many of the more
backgrounded Milky Way aliens). But I was much more disappointed that there
will be no DLC or sequels to continue the story and tie up loose ends.
7. N and N++:
There can’t be any serious controversy that N
is the greatest Flash game ever made. While Flash demands simplicity, N is not so much simple as it is elegant. It is the perfect balance of
speed and control, thoughtfulness and twitch-trigger reflexes, serene
relaxation and butt-clenching tension. Once you master the floaty physics and
the unique enemy styles, you will truly feel
like a ninja—stripped to its core essence and deprived of all the usual but
unnecessary bells and whistles. A virtually unlimited supply of levels
guarantees you endless gameplay.
And so it is unsurprising that N was one of the rare flash games that made a successful jump to a
full true game (in the form of N++),
one that has a strong claim on being the greatest platformer ever made. The developers were wise not to disturb the
basic formula: run, jump, and slide around a level, dodge obstacles and traps
that will kill you instantly, reach the exit. Repeat ad infinitum. But N++ adds just a splash of additional
flavors and spices into the mix. A perfect trip-trance soundtrack that sets the
mood perfectly (and may single-handedly stave off keyboard-smashing
frustration). A few new enemy types that deepen the game without ruining its
austere grace. And perhaps most importantly, it adds a bunch of extra,
semi-secret challenges (which can be used to unlock still more levels) waiting
for the very best-of-best players.
Of all the games on this list, I might be in absolute terms
“best” at N++ (there are a
non-trivial number of levels in the game where I have a top 100 or even top 10
score on the global leaderboards). And yet there is not the slightest chance
that I will ever perfect this game, or even come close to it. Nor is there any
chance I will become permanently sick of it. A simple concept, executed
brilliantly. The perfect N++ level is
also the perfect description of the game.
6. Final Fantasy IX:
The question was never whether a Final
Fantasy game would make this list, only which one. I’ve long had a
soft-spot for FFIX, which I feel is often overlooked inside the series (in part
because even on release it seemed players were already looking ahead to the
Playstation 2). Yet it’s hard to find fault in Final Fantasy IX as an emblem of a straight-forward JRPG. It has a
moving story, fun gameplay, beautiful music, loads of quests to do and places
to explore, a fabulous supporting cast (Vivi might be my favorite Final Fantasy
character ever written), and a lead character you don’t want to punch (*cough* Final Fantasy X).
Final Fantasy IX is
often described as “nostalgic”, and despite the fact that it was only the
second game in the series I had ever played, I got that feeling instantly. Try
listening to the soundtrack
for “Frontier Village Dali” without feeling a little melancholic. You don’t
even have to have played. But I recommend that you do.
For the record, my ranking of Final Fantasy games that I’ve
played goes: IX, VII, XII, XV, X, XIII.
5. Assassin’s Creed:
Brotherhood: One difficulty in judging
games within a series is how to compare an earlier game which still had
some rough edges but represented a quantum leap forward versus a later game
which didn’t do anything super-novel but tweaked the formula to perfection.
That, in a nutshell, is the difference between Assassin’s Creed II and Assassin’s
Creed: Brotherhood. Now, for me, this is an easy call for idiosyncratic
reasons—I played AC:B before AC II, and so I experienced the former
as both the perfected model and the
quantum leap forward as compared to the original game. But I respect that for
those who played the series in order, this is a harder call.
What should be easy for anyone is to agree that together, Assassin’s Creed II and Assassin’s Creed: Brotherhood represented
the AC series reaching its full potential. Ezio continues to be the best
protagonist the series has seen to date. Renaissance Italy likewise is the
ideal setting for both AC’s vertical and horizontal platforming elements and
its shadowy-conspiracy/secret-history plotline. As a franchise, Assassin’s Creed really launched the
parkour/open-world exploration genre, and Brotherhood
was the first game where every single element of what that genre could be
came together. Other more recent games have been tons of fun (Black Flag and Syndicate are I think highlights), but these two games are the
reason this series is so iconic.
4. Might and Magic VI:
The same problem posed by AC2 versus Brotherhood emerges with Might and Magic VI and VII—except here, I did play them in
order. Like the previous entry, I do think that VII ultimately improves upon the formula set out in Might and Magic VI. It’s more versatile,
has more replay value, a touch more balanced (and that’s not getting into
ArcoMage) … all in all, probably a better technical game.
But Might and Magic VI
is for me iconic—it may well be the first RPG I’ve ever truly loved (and given
the way this list is stacked in that direction, that’s saying a lot). Virtually
all the things that characterize what I love in games today, it had in at least
skeletal form. Open world exploration? Check: It was the first game where I
felt like I was a true pathfinder—meticulously crawling over every corner of the
map to find each obscure bandit’s cave and goblin fortress. To this day I still
have the lay of the land in Enroth basically memorized. Overly detailed
worldbuilding text to read? Absolutely: my obsessive-streak came out in reading
every single artifact description, conversational option, and quest
backgrounder (it is canon that Enroth, and the entire planet it resides upon,
was blown up in a magical explosion—a fact I’m still resentful towards 3DO for
long after it disappeared into bankruptcy). Slight genre-bending? The splash of
Sci-Fi onto the fantasy setting was delightful to discover for someone who had
never played any of the prior entries in the series. And some of the
music—well, the White
Cap theme is a thing of beauty, and on my computer “Adagio in G Minor for
Strings and Organ” is still listed as “Church Dungeon Music.”
3. Heroes of Might and
Magic III: If comparing earlier, more revolutionary games against newer
more polished ones presents a problem in the Assassin’s Creed and Might
and Magic series, it presents no trouble at all in Heroes of Might & Magic. That’s because the third installation
in the series both represented a huge jump forward from what came before and is unquestionably the best entry in
the overall sequence.
Sure, some of the expansions are a bit goofy, but they still
work—sharpshooters and enchanters are massively overpowered, but they’re
generally used in missions that would otherwise be impossible. But the main
campaign is fabulous—a surprisingly intricate and interwoven plot that bridges Might and Magic VI and VII compliments outstanding strategy
gameplay. And that doesn’t even get into the acre of standalone maps provided,
plus countless more available on the web thanks to a map editor so intuitive,
even I can use it (I’m terrible with map editors).
As a result of all of this, Heroes III is maybe the only game on this list that can compete
with N++ regarding infinite
replayability. This is fortunate, because—given the fact that Heroes III was a full-budget release and
was not supposed to be “simple”—it ages incredibly well. Even the graphics hold
up (no need for that remastered remake—which doesn’t even include the
expansions!).
2. Witcher III:
As you may have noticed, this list has a strong bias towards RPGs. My
preference is toward “Western” RPGs (which have a go-anywhere/do-anything
exploration mentality) compared to “Japanese” RPGs (which are more linear and
story-driven), but Witcher III does
an incredible job of synthesizing the best of both. It has a huge open world to
explore, one that feels alive and dynamic—but there is also an incredibly rich
story filled with deep, well-written characters (of which Geralt—the player
character—is but one).
Gameplay-wise, Witcher
III really hits the perfect balance. I simultaneously felt like the biggest
bad-ass in the room, but also like a single slip in concentration or bit of
overconfidence and my corpse would unceremoniously end up at the bottom of
whatever cave I was in. But Witcher III
particularly stands out in how it subverts certain common RPG tropes. You are a
hero, but you’re not particularly well-liked. You’re a powerful warrior, but
you’re still ultimately treated as a pawn in larger political machinations.
Your interventions do not always save the day, and sometimes don’t even make
things better. If a mission starts with a villager worrying that their beloved
has gone missing, nine times out of ten that person has been devoured by a
monster well before you ever get there. While many games claim to place the
hero in difficult moral dilemmas, Witcher
III is a rare case of following through (some games might give you the choice to let a trio of witches eat a group of
kids whom you recently played hide-and-seek with, but few make it so that might
actually be the more moral of the
options in front of you). There’s even a quest where you help a knight rescue a
lady in distress from a curse, then lecture him that he’s not entitled to her
romantic attention as a reward (talk about a timely intervention in the video
game genre!). Over and over again, the game reinforces the message that being
really powerful and doing “the right thing” isn’t enough to fix a fundamentally
broken system.
Most impressive is the emotional impact that Witcher III dishes out. Sometimes this
is a result of rich character development that pays off over the course of the
entire game (as in “The
Last Wish” quest). But sometimes it shows up in even relatively minor
sidequests—the epilogue of the
“Black Pearl” quest was one of the more brutal emotional gut-punches I’ve
experienced in a video game. Ultimately, this was a game where one always felt
like each character was a person—they were imperfect, they had their own
interests, hopes, dreams, strengths and foibles, and while you were a little
better with a sword and gifted with some preternatural abilities, you were
still only one player in a much bigger narrative. As a result, Witcher III might well be, in my
estimation, the perfect RPG.
Oh, and Gwent is ludicrously addictive. Let’s not forget
that.
1. TIE Fighter: I don’t think this list has a particularly “modern”
bias. Still, there’s something impressive about the number one game on this
list also being the oldest by some measure. TIE Fighter originally came out in
1994, and the definitive Collector’s Edition was released in 1995. It is, to
this day, one of the best games ever made. And that’s not a retrospective
assessment. Star Wars: Tie Fighter holds up even played right now.
For starters, it is one of the few
elements of the Star Wars universe to get the Empire right. I’m not saying that
the Empire is the real protagonist of the series. I am saying that they wouldn’t
view themselves as evil—as much as
naming spacecraft “Executor” and “Death Star” might suggest otherwise. TIE
Fighter is quite self-assured in presenting you as being a force for law and
order in the galaxy, battling not just seditious rebels but pirates, smugglers,
and other anarchic forces that threaten to tear civilized life apart.
Let’s start with something often
overlooked in TIE Fighter: the music. It’s probably the only context that the
phrase “kick-ass MIDI soundtrack” makes sense. But that’s not even the half of
it. The iMuse system dynamically and seamlessly arranges the musical cues to
reflect what’s going on around you in the mission—you can literally follow
important mission updates (e.g., a wingman being shot down, or reinforcements
arriving) simply by the way the melody shifts. I’m not sure I’ve ever encountered
anything quite like it since. To this day, the number that accompanies an
incoming enemy capital ship fills me with exhilarated dread.
Gameplay-wise, TIE Fighter is
almost shockingly rich. The core mission requirements are challenging, but by
no means out of reach. But embedded in each level are a series of secondary and
secret bonus objectives. These unlock a parallel plot of the Emperor’s Secret
Order—but always present a brutal risk/reward calculus. That’s not unrelated to
the fact that you’re often flying, well, TIE fighters (not noted for their
durability)—but the challenge extends well beyond physical peril. TIE Fighter actually
gives you an “invincibility” option if you want it, and yet even with it on
some of the later missions and bonus objectives will strain every piloting
skill you’ve ever developed.
Most importantly, the secret
objectives usually are more involved than “blow up everything in sight.” They reward
initiative and exploration. Maybe your primary mission objective is to destroy
a rebel space station. But just before it goes down, you spot an escape shuttle
fleeing the station. Take it out? Maybe—but maybe the occupants are VIPs best
taken alive. So you switch to ion cannons and disable it for capture. Yet that
extra time you just spent has given the rebels enough breathing room to summon
reinforcements—now an enemy cruiser is bearing down on you. Take out its
missile launchers and clear path for bombers while praying that your own Star
Destroyer will arrive soon to back you up. All on the fly. All while
dogfighting starfighters, dodging mines, giving your wingmen orders … it’s
insanely, beautifully chaotic.
Did I mention this is all
happening in 1995? 90% of games
released today don’t have that kind of depth or spontaneity. In terms of
playability, replayability, and just plain fun, TIE Fighter stands alone, and
unchallenged.
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