My 100 Favourite Games of All Time (60-51)

Welcome back to my 100 favourite games of all time series! Today, I’ll be covering entries 60 through 51.

If you haven’t read the previous instalment in this series, please do so here, and here’s the first entry if you want to start from the entry 100.

Let’s not waste any more time!

SPOILER WARNING!

Just a heads up that there will be full SPOILERS for every game I’m going to talk about in this series, so be careful if I talk about something you don’t want spoiled.

60 – Unheard

Release Date: 29th March 2019
Developer: NEXT Studios
Publisher: NEXT Studios, Bilibili
Platforms: Playstation 4, Windows, Mac
Metacritic Average: 72%

It’s a game about solving crimes with the power of hearing

(From my Game of the Year 2019 article)

Out of all the games on this list, this is the one that I’d imagine the fewest people have heard of, because this almost passed me by too, so let me explain.

At its most basic level, it’s a mystery-solving game, however, the method by which you solve these mysteries is what makes this an absolutely exceptional game in my view. Instead of searching the scene and interviewing witnesses after the fact, you get to see the 5-15 minutes in which the crime happened, except you don’t get to actually see the details. What you get is a floor-plan view of the building in which the crime took place which you can wander around as you play through the events of the scene and the only tool you have to work out what happened is sound.

You can see the outline of where everyone is at any moment, but you can’t actually see their form, you can only hear their voices. Using this information you must work out who everyone is, and answer specific questions about the crime. I can’t really be more specific without giving away partial solutions to some of the puzzles, but the way in which the game gets you to hear every conversation in a level to slowly fill in all the blanks is so very innovative and clever.

The game typically starts you off in each scenario listening to one conversation that will give a rough outline of what’s going on, but naturally, there are other conversations going on all over the scene at the exact same time and each conversation slowly fills in all of the blanks. In every conversation, you listen to you’ll learn something new about the scenario that slowly allows you to draw everything together and hit that euphoria of the “eureka” moment when you nail your target.

The game makes sure to give you just the right amount of information so that everything you need to know is there, but without explicitly giving you all of the solutions. I found myself taking notes on every level, creating a list of suspects and slowly ruling them out as I went along until the true culprit reveals themselves.

The mysteries themselves are very well thought out, for example, you’ll have to locate a stolen painting and work out who stole it, but there are also a number of fakes that other people have stolen, thinking they’re the real deal and it’s your job to use the conversations around the scene to piece together a chronology of who committed the first theft in order to determine who holds the real painting.

At £5 the game is absolutely worth it for the 5 puzzles (plus 1 as free DLC) that total to about 4 hours of game time. This is one of the most enthralling and unique puzzle games I’ve played ever and it perfectly captures the feeling on solving a mystery, so if you’re into that sort of thing, this game is a must-have.

59 – Papers, Please

Release Date: 8th August 2013
Developer: Lucas Pope
Platforms: Playstation Vita, Windows, Mac, Linux
Metacritic Average: 92%

It’s a game about becoming corrupt.

Much like Spec Ops, Papers, Please isn’t a fun game to play, but it’s still a brilliant one. It’s dark and dreary, it feels downbeat and without joy or hope, but that’s the point.

It shows you the mechanics and then lets you run with them, always adding more stuff day in and day out, to the point where you find yourself working through a routine in your head, and about halfway through you realise that you’re treating it like you would an actual job, and that’s how this game sinks its teeth into you.

It uses the monotony of it all as a way to draw you into the world, to make you feel like this actually is your job. It gives you the idea that the safety of your country and your family relies on you. Then, once it’s established those feelings, it throws the moral dilemmas at you hard and fast. That’s what they are in Papers, Please, dilemmas, not choices, because it doesn’t present you with a “choose A or B” option, it ingrains these dilemmas into the mechanics.

I’m going to give you an example here, but I will say this game is so much better if you play it blind, you have been warned. So a woman comes through your checkpoint, and all her papers are in order, so you let her through, but she slips you two notes. One is a business card for a strip club of some description, and the other is a note, naming a man who is behind her in the queue, saying that he’s holding her against her will and forcing her to work in the club and she begs you not to let him in. The thing is, all his documents are correct, by all legal definitions, you have to let him in, and if you don’t, then you’ll suffer a fine, which means you might not be able to buy food for your family. However, if you do let him in, that woman will be forced to work in a strip club against her will, so what do you do?

The game never outright tells you to make this choice, and you’ll never discover the consequences of your actions. No matter what you do, you never see that man or the woman he was holding again. The game is confident enough in its systems and moral dilemmas that it’s perfectly happy to let you sit there and ponder over whether or not you really did the right thing. Paper, Please won’t gratify your moral compass, it won’t tell you if you were right or wrong, because the real world very rarely does.

58 – The Stanley Parable

Release Date: 17th October 2013
Developer: Galactic Cafe
Publisher: Galactic Cafe
Platforms: Windows, Mac, Linux
Metacritic Average: 88%

It’s a game about a man named Stanley.

I’d love to go deeper than that, but for The Stanley Parable saying anything more would be completely spoiling it. I know I gave the spoiler warning at the start, but seriously, if you’ve ever wanted to play this game and somehow haven’t had it spoiled for you yet, keep scrolling, you need to experience this game with fresh eyes.

In the years since The Stanley Parable, there have been many games that attempted the so-called ‘meta-narrative’ to varying degrees of success. While I’m sure The Stanely Parable wasn’t the first, it is undoubtedly the first one to do it at this high quality to bring the concept in the mainstream (spawning a bunch of cheap imitations in the process, but what can you do?).

The idea of it is so straightforward, with the way the narrator tells you the choice you made before you’ve actually made it. Just the simple explanation of coming to a set of two doors and the narrator telling you that you went through the left one. Instantly, everything starts whirring in your brain, surely everyone who played it immediately had that instinct kick in where you don’t want to be told what to do. It’s such an instinctual reaction to go “no, screw you!” and then you’ve fallen right into the game’s trap.

From there, the game will take you on all sorts of adventures. Some funny, some weird and some rather grim. No matter what you do in The Stanley Parable, the game already knows you’ve done it. There are even moments where the game will trick you into thinking you beat it to the punch, only for something to be waiting for you on the other side, putting you in your place.

The Stanley Parable was made by people who truly understood how games traditionally work. The tropes and cliches. Only by having a real firm grasp on those things were they able to deconstruct it entirely to create an experience as mind-blowing and as memorable at The Stanley Parable.

57 – Super Hexagon

Release Date: 31st August 2012
Developer: Terry Cavanagh
Publisher: Terry Cavanagh
Platforms: Windows, Mac, Linux, iOS
Metacritic Average: 88%

It’s a game about dodging lines very, VERY fast.

Super Hexagon hits just the right spot when it comes to reflex games. Not only was it one of the first I played, but its difficulty is perfect for me. I would play it for hours and struggle like all hell, but I’d slowly but surely get better and better until suddenly I could do it. I’m not a master by any stretch, I’ve only completed the final level three times since 2012 (one of which was in front of my whole math’s class in secondary school, which is a fond memory), but I went from being hopeless at the game to being reasonably competent at it at a surprisingly steady rate.

Every death felt like a lesson, and every run got me just ever so slightly better at dodging the obstacles in front of me. The movement of the little triangle is so very precise and nails that feeling of only just being able to dodge everything in time. The soundtrack is a great listen, and it really adds to the chaotic feels that Super Hexagon goes for, the game makes it clear to you that you’re never in control, but at the same time, you never feel hopeless in your pursuits.

56 – Life is Strange

Release Date: 30th January 2015
Developer: Dontnod Entertainment
Publisher: Square Enix
Platforms: Playstation 4, Playstation 3, Xbox One, Xbox 360, Windows, Mac, Linux, Andriod, iOS
Metacritic Average: 85%

It’s a game about being a teenage girl…with occasional time manipulation.

Life is Strange managed to create a world with countless characters, with varying personalities and colourful traits, which is impressive enough of a feat in and of itself, but what’s truly great about Life is Strange is that all of these characters mattered to me. I didn’t necessarily like all of them, or connect with all of them. Still, every single character I interacted with mattered, even in some of my favourite game stories there are characters I don’t care about *cough*Alfyn*cough* but that didn’t happen with Life is Strange.

It does such an excellent job of capturing the social structure of what school is like when you’re that age. That sense of recognising pretty much everyone, even if you don’t know them, having parents of friends that basically adopt you, or ones you find a bit off. Maybe it’s because I wasn’t long removed from that kind of social situation when I played Life is Strange, but I really found myself recognising so many situations it presents (admittedly not quite to the extremes that it goes too). The time manipulation is a clever mechanic and well-implemented, but that’s not really what everyone remembers about the game.

Those heartbreaking moments when you have to make some tough and horrible decisions in that game are things that stick with you for a long time after the fact. Not to mention the sheer weight of the final choice (and everyone’s reaction to it in all of the Youtube videos) is a moment that will go down in gaming history.

55 – Hand of Fate 2

Release Date: 7th November 2017
Developer: Defiant Development
Publisher: Defiant Development
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows, Mac, Linux
Metacritic Average: 82%

It’s a game about playing a tabletop RPG with a magical deck of cards.

The Hand of Fate games are compelling cases because it’s entirely true that if these games were just a regular RPG, they really wouldn’t be anything special. However, the twist of making you go through a tabletop RPG like D&D, using a deck of enchanted cards to take you through your adventure is such a genius change, and it makes the game so incredibly compelling when I’m going on my adventures.

The atmosphere of the travelling cart where you encounter the hooded & man who has these cards draws me in every time I boot up the game. The smooth and beautiful way with which the cards float their way around the space, shuffling themselves and laying them out before in such an attractive way that you cannot resist.

The scenarios that it puts before you always have a high level of intrigue to them, and every one of them brings you a unique challenge. These adventures are like a scaled-down version of what playing these tabletop RPGs can be like. Only there is the added advantage of the game having total control over the pacing, switching between combat encounters and interesting world-building seamlessly to keep thing varied.

All of the campaigns feel so carefully crafted, that you can tell there’s someone behind it like any other Dungeon Master you’ve ever played with. They keep that warm feeling of something created by someone for the love of creating it, but the medium of the video game allows them to tell it in much grander fashion. Which is what we all want for our D&D stories at the end of the day.

54 – Shovel Knight

Release Date: 26th June 2014
Developer: Yacht Club Games
Publisher: Yacht Club Games
Platforms: Playstation 4, Playstation 3, Playstation Vita, Xbox One, Nintendo Switch, Nintendo 3DS, Nintendo WiiU, Windows, Mac, Linux, Amazon Fire TV
Metacritic Average: 92%

It’s a game about ridding the world of evil with a shovel.

When it comes to indie games, the phrase ‘retro-platformer’ is always an instant turn off for me. Most of them are just bad attempts at recapturing the magic of the classic SNES games, and to put it plainly, Shovel Knight puts them all to shame.

Shovel Knight takes that idea of the retro platformer and makes it it’s own. The visual and sound design are great at capturing the sense of nostalgia and joy that so many of those classic games had. It doesn’t just copy though, as it’s not afraid to mix in modern techniques and use the advantages of modern technology to refine the edges of the game and get rid of all the unwanted quirks. It doesn’t feel like a cheap imitation because quite simply, it’s not, it’s able to form an identity of its own, while still aping that retro style

On top of all that, Shovel Knight’s main mechanic is genuinely unique and innovative. The titular shovel could’ve easily been a gimmick that worked as a retextured sword, but instead, time & care were put in to make it something that worked in a way we hadn’t seen before. The way you could dig through walls, and use it to bounce off of enemies allowed for some enjoyable puzzle-platforming opportunities. At the same time, the level design absolutely nails the flow and the challenge required to really gain mastery over the mechanics.

Very rarely does a game like Shovel Knight come along, where they seek to ape the style of retro games, while still creating a unique identity for itself. Regardless, Shovel Knight somehow managed to nail that landing…then bounce off of that landing with their shovel over a pit of death onto another landing.

53 – Red Faction Guerrilla

Release Date: 2nd June 2009
Developer: Volition, Reactor Zero, Kaiko Games
Publisher: THQ, THQ Nordic
Platforms: Playstation 4, Playstation 3, Xbox One, Xbox 360, Nintendo Switch, Windows
Metacritic Average: 85%

It’s a game about destroying everything with the sledgehammer.

We’ve got an open world, powerful & varied weapons, and basically everything except the ground being fully destructible. If you’re anything like me, that sentence will have got you very excited indeed about Red Faction Guerrilla, which definitely doesn’t disappoint. The entire game is built around the core mechanic of the fully destructible structures that litter every nook and cranny of the open world. Almost every mission is focused around blowing up buildings in some way, shape or form and the massive variety in terms of both the buildings themselves, and the tools at your disposal ensure it never gets old.

Buildings can be anything from massive skyscrapers to long and wide warehouses that you can just plough a truck into and watch it crumble around you. Then you’ve got the weapons, starting off as the always popular (and extremely satisfying) sledgehammer, moving up to Arc Wielders and Remote Charges, before reaching stupidly over-the-top levels of destruction with Thermobaric Rocket Launchers and Singularity Bombs.

Red Faction Guerrilla simply focuses on making the unabashed destruction that makes this game so fun the primary focus at every opportunity and it’s a game that I will always go back to when I’m the mood for some carnage.

52 – The Binding of Issac: Rebirth

Release Date: 4th November 2014
Developer: Nicalis
Publisher: Nicalis
Platforms: Playstation 4, Playstation 3, Xbox One, Nintendo Switch, Nintendo 3DS, Windows, Mac, Linux, iOS
Metacritic Average: 93%

It’s a game about using your tears to kill unholy (and sometimes holy) abominations.

The modern roguelike/roguelite genre is one that the PC indie market has managed to completely oversaturate over about 5 years, but The Binding of Issac was one of the first and remains one of the best. Not only is the visual design and general aura of the game so weird and uniquely disturbing, but the gameplay has been whittled down to near perfection for the genre.

The sheer volume of different items and modifiers in the game means that you’ll never have a playthrough that looks even remotely similar to the previous one. It avoids the trap that a lot of roguelikes fall into where I’m able to fall into a pattern for each run by merely giving me completely different items every single time. It forced me to play completely different every time I boot it up.

Then once you think you’ve got the hang of the game, you go online and look at some Youtube videos of people playing the game and you’ll see that they’re in a level you’ve never seen before, fighting a boss you didn’t even know existed with the craziest items you can imagine. I will genuinely never reach the bottom of The Binding of Issac, and I think that’s fantastic.

51 – Prison Architect

Release Date: 6th October 2015
Developer: Introversion Software, Double Eleven
Publisher: Introversion Software, Double Eleven, Paradox Interactive
Platforms: Playstation 4, Xbox One, Xbox 360, Nintendo Switch, Windows, Mac, Linux, Andriod, iOS
Metacritic Average: 83%

It’s a game about building a (mostly) functional prison.

I’d generally consider myself to not be all that big a fan of the modern builder/management sim. They generally require a somewhat creative mind to get some fun out of them, and I just can’t tap into those elements. Prison Architect manages to get around that issue; however, by limiting how much you can do at each step. I know other games in the genre try to do that, but it always feels like it’s way too much. Prison Architect, meanwhile, is very good at holding my hand through the early stages of the game so that by the time it opens up, I’ve got plans and ideas of how to move forward.

On top of that, the system with which you construct all of your facilities is extraordinarily intuitive and has quite a tactile feel to it, which makes it so much more enjoyable to build and manage things. Even though I like it because of its constraints, it can also be an almost entirely open game if you want it to be. I’ve seen people get unbelievably creative with their prisons in this game, and it absolutely blows me away that what seems like such a simple game can produce so much.

Prison Architect really ticks all the boxes of a builder/management sim. If you want something simple to introduce you to the genre, then this will do that for you, but if you’re an experienced player who wants to build some crazy stuff, that’s absolutely a viable option for you too.

And there you have it! Thank you very much for taking the time to read this. Please, let me know what you think of all these games, either in the comments below or on Twitter @10ryawoo! Finally, make sure to come back here ton Saturday, where I’ll be releasing a sequel to my Pokemon music article!

WWE Extreme Rules 2020: Every Match Ranked

The Horror Show at Extreme Rules is now over and…well, it didn’t really live up its name, did it? The only two ‘horrifying’ segments weren’t exactly anything horrible, either in terms of content or quality. Ultimately, Extreme Rules isn’t a show that will be remembered for much of anything, for better or for worse. There were some slightly weird booking choices here and there, but there was nothing on this show that I hated or made me angry. Of course, the other side of that coin is that there was nothing that blew me away either.

Let’s get to breaking down the matches.

7 – Shinsuke Nakamura & Cesaro def. The New Day(c)
(Smackdown Tag Team Championships)
(Tables)

Well, it was hardly the worst tables match I’ve ever seen, but I still didn’t enjoy it.

If you’ve ever heard me bitch about weapons matches before, then you know why I didn’t enjoy this one. There was way too much time in the match wasted faffing around with tables that ended up being totally unimportant to the match. There was at least one that they spent time getting out and setting up, only for it never to be used in a single spot. This wasn’t a particularly long match and a lot of the time just felt wasted.

The action when they weren’t setting up tables was fun to watch, but there wasn’t nearly enough of it. Not to mention, it’s stuff we’ve seen from both teams before. There were a couple of fun spots, I liked Kofi being flung face-first into an up-turned table and the finish ended up looking quite brutal with how hard Kofi went through the tables. I’m just a bit confused as to why Cesaro & Nakamura won.

I’m not going to complain too much as Cesaro & Nakamura both holding titles is definitely a positive in my book, but given how sparse the tag team scene is on Smackdown now, what’s the point? I can only imagine that they’re just going to keep feuding with The New Day for at least another few months.

6 – Kevin Owens def. Buddy Murphy
(Kickoff Show)

A pretty standard placement for a pre-show match here and the reasoning is just as simple. It was a good match, I enjoyed what I saw. The only reason it’s not higher is that it didn’t have any build and I wanted to see a lot more of it.

I know WWE has a show to promote and all that, but would it really hurt them to let their pre-show match go 12-15 minutes instead of 8? I feel like putting on a bloody good match will get people more interested in signing up to the network/buying the PPV than Booker T and JBL inanely arguing with each other will.

Regardless, Owens & Murphy put on a good show here, and I hope both guys get a lot more than this in the coming months.

5 – Seth Rollins def. Rey Mysterio
(Eye for an Eye)

I liked it, but I can’t help but feel like this was an anti-climax.

This definitely should’ve been pre-taped. I’m not saying it should’ve gone all the way, but it should’ve at least been something like with Orton vs Edge. Set it out like a regular match, but occasionally do something a bit more ‘cinematic’, because when you’re promoting that someone’s going to have their eye taken out, it needs to feel like a big moment, but this just felt underwhelming.

Looking at the positives first, we got a lot of enjoyable action here. As expected, Rollins & Mysterio had great chemistry, and they were able to give us a lot of quick action that had a fantastic sense of flow to it. Even when things slowed down for the weapons, or for eye-gouging, it still carried a lot of the momentum that they’d built up throughout the match. My only real criticism of this aspect is how it dropped off a lot towards the end and slowed right down. That might’ve not been a problem if they’d stuck the landing on the finish, but…

It was an anti-climax. Seth did everything in his power to sell it, and I admire him for trying so hard (throwing up was a good touch), but it just didn’t work. Seth pressed Rey’s eye into the corner of the steps – which we’ve already seen before – and it looked like Seth was about to do more, only for him to suddenly realise that his eye was out. Then the referee just started freaking out and called for the bell. We didn’t see anything and the spot where Rey’s eye was being pushed into the steps didn’t even look that brutal compared to some other stuff they’d already done. I think they put a fake eye for Rey to hold up to his real one, but it was almost entirely covered by his hand, so I can’t tell. Maybe if that had been more obvious, I would’ve been more on board.

I just think it’s one of those situations where, it’s an over-the-top and slightly cartoonish situation, so you may as well have just gone the whole way with it and given us a prosthetic or CGI look of Rey’s eye poking out. Even later in the show, they had Charlie be like ‘he’s not actually lost his eye, doctors are going to put it back in’ so now it feels even less impactful.

At the end of the day, it’s a tale as old as time: Enjoyable match, rubbish finish.

4 – Bray Wyatt def. Braun Strowman (I think?)
(Wyatt Swamp Fight)

This was a bit of weird one because it didn’t really fit in with all the other pre-tapes we’ve seen so far. While I think that the positives outweigh the negatives, I can absolutely understand why others would hate it.

We’ll start with the negatives since I think there were less of them. The biggest one that I noticed was that the lighting was just awful. I know that it’s supposed to be dark and unknown, but that doesn’t stop you from shining a small spotlight on it so we can at least see the action. The other major point is that the ending didn’t work for me. I didn’t for a second buy the fake-out with the credits (though points for trying) and the way it all closed out, are we supposed to believe that Strowman drowned? Again, well done on trying something new & creative, but it will all be for nought if he just shows up on Friday like he didn’t go through some kind of traumatic experience.

However, there was still plenty to enjoy. I know some people will probably criticise the match for this, but I thought that Bray’s monologue was great. It was a bit weird that they had Braun heavily breathing so close to the microphone, but Bray has such a way with words that I couldn’t help but be fascinated while he talked. He’s able to weave such a beautiful tapestry that I felt I understood his motivations now better than I did with a whole month of build.

I’m not entirely sure why there was a snake, or what the symbolism was there, but it worked for the horror aspect. As did Braun setting a guy on fire. Again, all of these ideas are inherently silly, so going over-the-top and cartoonish with them is how you make them great. The callback to the Braun & Alexa stuff was a nice little touch. It was something that I’d never considered injecting into the story, but once it came up, it made all the sense in the world. I wish they would’ve pressed harder with it to be honest with you, Bray continually trying to lure Braun in with things from his past could’ve been very interesting.

I’m glad Bray came out on top, and it seems than Braun vs Fiend is where this is headed. It’s the expected outcome, but that’s not a bad thing. At the end of the day, this wasn’t one of the best pre-tapes WWE have produced, but it was still way better than both of NXT’s attempts.

4 – Drew McIntyre(c) def. Dolph Ziggler
(Extreme Rules, for Dolph Ziggler only)
(No Champion’s Advantage)

Heels are just so smart sometimes. It’s always so dumb when wrestlers are allowed to pick stipulations, but then they just pick something generic that benefits their opponent as well as them. You can pick ANYTHING, this is your opportunity to ensure you win yourself the title. Thank goodness Dolph Ziggler finally pulled his finger out of his arse and realised this. Admittedly, you could turn around and ask ‘why didn’t he just say something like Drew has to wrestle handcuffed & blindfolded’ which is a valid point from a kayfabe perspective, but that would’ve been pretty boring to watch, don’t you think?

A stipulation for this made for an interesting dynamic between the two. It was played for the obvious a couple of times, where Drew almost used a weapon but then didn’t; the table spot especially was an excellent way to play on our expectations. It also came through in more subtle ways. It meant that there was a lot more regular wrestling throughout this match, a lot of the focus was shifted away from the weapons. It avoided falling into the usual traps of weapons matches where they try too hard to make the weapons the focal point.

I think it’s incredible how consistently they’ve made Drew look like a beatable champion, without actually harming his ‘indestructible’ aura. With both Ziggler, Lashley & Rollins they’ve been able to put Drew in situations where his title reign is in severe jeopardy, only for him to overcome it and come away from it looking even more invincible than he did before. I know that seems like such an obvious idea, but I honestly can’t remember the last time WWE pulled it off properly with a face world champion, so I’m pleased it’s happening now.

There were still some slow points, but they ended up not mattering in the end, I felt it was outweighed by the compelling storytelling and exciting action. Not to mention Drew busting out one of the best Claymores I’ve ever seen. The timing, the impact, it was just so satisfying.

2 – Bayley(c) def. Nikki Cross
(Smackdown Women’s Championship)

More, more, more! I’ve said it before, and I’ll say it again, WWE’s women’s division is on fire right now.

First up, the Smackdown Women’s title match. I know we’d seen Bayley vs Nikki before, but that didn’t bog down this match in the slightest. Both wrestlers came right out of the gate with fast and exciting offence, and the pace didn’t slow very much as things progressed. Nikki was on a roll here, and it put me in mind of the style Cross gave us when he was fighting the likes of Asuka in NXT. She always threw caution to the wind and threw herself around like a ragdoll. She’s so much fun to watch when she’s let loose.

Bayley did fantastic work here too. She properly has the hang of the ‘smart heel’ style of wrestling, where she played a much more reactionary role in the style of the match. Where Nikki was going all-out and fighting in any way she could, Bayley was doing her best to turn it against Nikki Cross, picking her openings and then getting to work. Sure, it’s a fairly basic idea, but that’s often all you need to put together a great match. It gave the feeling that, despite her not being on offence as much as Nikki, she was in control of the match most of the time.

Towards the end, things broke down a bit more and got slightly more chaotic, a factor that absolutely works in this feud’s favour. I’ll get a bit more into it with the next entry, but this whole feud between Bayley/Sasha/Nikki/Asuka has been built on chaos, so it absolutely should be baked into the matches. Bayley gets another dirty win, but it doesn’t feel like a cop-out because of her character & the way the match had built to it; meanwhile, Nikki can come away from it with some dignity.

1 – Sasha Banks def. Asuka(c) (sort of)
(Raw Women’s Championship)

Hell yes, give me more of that chaos.

Let’s cut straight to the chase here, these two competitors put on a fantastic match. I’ll talk about the finish in just a moment, but everything leading up to it was superb. They created a story in the match where both women could wrestle pretty fast-paced styles, while it was still very obvious who the heel was. Sasha didn’t have to slow the match down too much to feel like the bad guy thanks to the attitude she put behind her moves. The only time the match ever properly slowed was when Sasha was applying that cool-looking submission hold, and since it was the only time the match ever slowed, it felt like a big deal and put Asuka on the back foot.

The constant trading and manipulation of holds between the two of them worked so well, and they did it at such a pace that it felt like momentum was constantly shifting between both women. Sometimes all you need to make your action compelling is to create the feeling that both competitors are truly evenly match, which is precisely what we got here. Asuka is in this weird position, where she’s a slightly goofy & lovable babyface that can absolutely dominate a match when she wants to, which played so well here, especially towards the end when things started to fall apart for Banks.

That’s as good a segway as any to talk about the finish. To put it simply, this finish not what I would’ve liked to have seen, but I’m not too mad about it happening. As I said, the whole build to these matches has been quite chaotic. Bayley & Sasha travelling across both shows has created the feeling that they’re picking too many fights and they’re having trouble fending them all off. Week in and week out, Bayley & Sasha end up cornered by the babyfaces, only to weasel their way out of it. So what do they do here? Exactly the same as they’ve always done.

Incorporating all the potential cheating elements that these women have in their back pocket was great. I loved the chaos of Bayley getting in the ring & slipping the title to Sasha, while, unbeknownst to them, Kairi had slipped Asuka the thing that lets her spit green mist. The fact that none of them worked was great at establishing just how well these women know each other’s styles.

However, Bayley putting on the referee shirt, counting the pin and giving Sasha the title was where it went a step too far. If you want to pull something like this off, everyone has to be on board. The wrestlers, the timekeeper & most especially the commentators. The fact that the timekeeper refused to ring the bell, the fact that Sasha didn’t seem to know if she’d really won and the fact that the commentators were totally clueless about the whole thing meant it all fell totally flat.

It creates a lot of intrigue going into Raw (which I imagine was its goal), and I’m not going to let it detract too much from my enjoyment of the match, but it was definitely an odd decision.

And that’s it! Thank you very much for taking the time to read this. Please, let me know what you thought of the show, either in the comments below or on Twitter @10ryawoo. Finally, make sure to come back here this time on Wednesday for the next instalment in my 100 Favourite Games series!

WWE Extreme Rules 2020: Predictions & Analysis

It’s nowhere near October, but are you ready for The Horror Show at Extreme Rules?! Admittedly, following “The Greatest Wrestling Match Ever”, this doesn’t seem like that bad of a tag line, but it’s still dumb. I’m not even sure who it’s supposed to be appealing to. Then again, this is a gimmick Pay-Per-View, so whatever.

I’ve got mixed feelings when it comes to this show. Running down the card, it all looks like good stuff (except for one match). I think there’s a high chance that there’s going to be at least a couple killer matches on the show. The thing is, I’m just not invested in the build for most of them. Honestly, for the past month, the only storyline I’ve been all that interested in is the stuff surrounding the women’s titles; which has been exciting to watch week in and week out. Orton’s actually been doing pretty good stuff too, but they bumped his match with Big Show over to the next night’s Raw for some reason.

Anyway, let’s break down the matches.

The New Day(c) vs Shinsuke Nakamura & Cesaro
(Smackdown Tag Team Championships)
(Tables)

I get that WWE has a bit of an issue with their TV ratings right now. Raw especially has been suffering horribly during the no-crowd era, but why have this match on the card when you had AJ Styles vs Matt Riddle for the Intercontinental Championship on Smackdown? This match between New Day and what remains of The Artist’s Collective has had about two weeks of proper build, and while I like all four guys, I don’t care about their feud. When you compare this to Styles vs Riddle, a great match, between one of your top guys and a guy who’s a fresh face on Smackdown and need some expose…oh yeah, and it’s for one of the most prestigious titles in the history of the industryIt seems such a dumb decision for that to be bumped to TV.

Focusing in on this match. I think it’s got some good potential, though I can’t say I’m super excited about it. Tables matches don’t tend to be the most interesting of matches, it always feels like the wrestlers are a little constricted by the stipulation. Table spots in other extreme matches are fine, but there’s not enough substance to them to carry a whole match. Plus, it’s so incredibly easy to botch the finish. All it takes is for the table to decide it doesn’t want to cooperate and the whole thing’s ruined.

I guess I’ll pick The New Day to retain. This is mostly because I see absolutely no reason for them to lose the titles. As I said, there’s been almost no build to this match, and I can’t see what storyline potential there could be if you switched the titles. I’d say that there are no face tag teams of Smackdown right now, but let’s be honest, there are no tag teams on Smackdown full stop. Heel or face.

Apollo Crews(c) vs MVP
(United States Championship)

At face value, this seems like a bit of an odd one, but if this is all leading where I think it is, then this is actually a pretty effective way of telling the story.

I think the stuff they’re doing with MVP & Bobby Lashley has been good this past month. They’re quickly getting Lana out of the way so that Bobby can fry bigger fish and it turns out MVP was just the mouthpiece he’d needed all this time. Their choice to target Apollo Crews is an interesting one, but given that a rematch with Drew would only result in Bobby losing again, I’m ok with it. MVP’s insistence on recruiting Crews has been fun to watch, mainly because it feels like Crews is only rejecting the proposal out of stubbornness. Putting MVP in for the title match instead of Lashley is a nice touch too. I’m confident in saying that Crew vs Lashley is where we’re headed, but giving Crews a win over MVP in the meantime is the perfect way to keep things building. If things go smoothly in this match, then there’s a chance I’ll actually be quite excited to see Crews vs Lashley by Summerslam.

Oh, and while we’re here, the new United States Championship…it’s fine. I have problems with it, but I had problems with the old design too. I would currently say that I prefer the old one, but that might just be because I’m not used to the new one yet. Ultimately, it’s really not a big deal.

As for the quality of the match, it’s honestly hard to tell. Since MVP has come back, he’s wrestled somewhat inconsistently, but when he has wrestled, it’s been enjoyable to watch. I’m not sure how he’ll fare in a longer, more high-profile match, but Crews is a consistent and safe wrestler, so I’m cautiously optimistic about it.

Apollo Crews is almost certainly going to win though. Putting the title on Lashley at Summerslam and giving him a run of dominance with it is the way to go right now. Naturally, putting the title on MVP would screw that up pretty badly, so have Crews retain, only for Lashley to attack him after the match, or something along those lines.

Rey Mysterio vs Seth Rollins
(Eye for an Eye)

So, the first part of the ‘horror’ side of this show. We’ve got one man ripping another’s eye out.

I honestly respect WWE for promoting that match that way. Not making any bones about it and saying that one of these men will rip out the eye of the other one. The problem is that this isn’t a promise they can deliver on. They can smoke-and-mirrors or CGI it, but Mysterio or Rollins can’t keep wrestling in an eye-patch forever. At some point, probably in just a few months, they’re going to remove the eye-patch and reveal that they did not, in fact, have their eye ripped out. The only way they could really get away with it is if Mysterio is planning of retiring soon, but I honestly have no idea on that front. He is getting a bit old, but he’s not slowing down athletically.

The story surrounding all of it has been a bit weird, specifically surrounding all the other wrestlers that have been getting involved. I get why Murphy & Theory are there, as they are Rollins’ disciples and add to Rollins’ gimmick, but why are Black & Carrillo involved? I know Black has had problems with Murphy in the past, but I don’t understand why Black, as a character, is putting so much time and effort into sticking up for Mysterio. They don’t have any history together, and they haven’t even done a scene where Black professes his respect for Mysterio’s career. Black really feels like the kind of character that should’ve just bailed to deal with other business by this point. At least with Carrillo, there’s the heritage aspect.

I think this had to be Seth Rollins to win. I wouldn’t have a problem with Mysterio coming out on top, but I don’t think anyone gains anything from it. Seth’s had some significant losses since Wrestlemania, and a win here will do wonders for him. Plus, if their goal is to get Dominick on board as a full-time wrestler following this feud, what better way to tell his story than to have him fighting for the honour of his father? The simple fact of it is, with a Rollins’ win, there are so many more places for the story to go, so that’s what they should do.

Braun Strowman vs Bray Wyatt
(Wyatt Swamp Fight)

I’d love to sit here and speculate what a ‘Wyatt Swamp Fight’ will entail, but the past 4 months of pre-taped matches have proved to me that there’s just no point in trying. They’re always the kinds of things you could never have possibly imagined, they’re always ridiculous and stupid, and they’re always great.

Although I initially enjoyed the Strowman/Wyatt storyline during the build to Money in the Bank, it definitely feels like it’s lost some steam this month. I don’t know if it’s just me, but after losing to both Goldberg and Strowman, I just don’t view Wyatt as anywhere near a big of a deal as I used to. I know he beat Cena at Mania, but the pre-taped nature of that segment made it feel like less of an impactful victory (although, it was still brilliant). It might be a little bit intangible, but I just don’t get the same level of intrigue or excitement that I so when seeing Wyatt on my screen anymore.

When it comes to picking a winner, we have somewhat of a clash when it comes to WWE tropes. So, this is a match named after Wyatt, and WWE tropes say that means Wyatt has to lose. However, this is also a PPV non-title match featuring the world champion, and WWE tropes dictate that the champion must lose. So which trope are they going to go with? I’m honestly struggling to pick. On the one hand, if Wyatt loses here, then there is no interest or justification in The Fiend gunning of revenge at Summer (which is 100% where this is going). On the other hand, what a rubbish look for Strowman if he can’t beat Wyatt here. Especially when it’s the objectively worst version of Wyatt from a kayfabe standpoint.

I’m just going for Bray Wyatt to win because that’s what I want to happen. Strowman’s been relentlessly boring as champion, and I hope he doesn’t keep it past Summerslam.

Bayley(c) vs Nikki Cross
(Smackdown Women’s Championship)

Now here’s some good stuff.

I’m so happy they gave this shot to Nikki instead of Alexa. Don’t get me wrong, I’m still a big Alexa Bliss fan, but I’ve wanted to see Nikki get a singles opportunity for so long now and she’s finally moving out of Bliss’ shadow. Like I mentioned in the intro, the whole interplay around the women’s championships has been great this past month. It’s no wonder that their segments are far-and-away the highest-rated segments of the shows week-to-week.

I’m optimistic about the quality of the match too. Cross has put on some incredible matches in her time (most notably with Asuka in NXT), while Bayley’s resume speaks for itself by now. I think it would be cool if this was quite a chaotic match. I don’t just mean in terms of people like Alexa & Sasha getting involved (although, I’m sure they will), I mean in terms of the in-ring style. Cross is someone who I think is most entertaining when she’s working a fast and frantic pace. If Nikki comes out of the gate firing on all cylinders, then there’s a great story to be told there of Bayley having to respond in-kind before she can find her spot and slow her down. But hey, they’re the wrestlers, I’m sure they can come up with something even better.

As much as it would fill my heart with joy to see Nikki win the title, I don’t think it’s going to happen. The money right now is with Bayley retaining. I’m not sure that we’re actually going to get Bayley vs Sasha at Summerslam, but it’s a definite possibility. Regardless, I think the company recognises the roll that Bayley has been on this year – both in terms of her matches and character – and I think she’ll be holding onto that title for at least another month.

Drew McIntyre(c) vs Dolph Ziggler
(WWE Championship)
(Dolph Ziggler to reveal stipulation on the night)

Does Ziggler have pictures of Vince or something? Why on Earth does he get world title shots at least once a year?

I just don’t care about Dolph Ziggler, and I haven’t done since about 2015. The fact of the matter is, he’s just awful as a heel. He’s got pretty good mic skills, but I find his style to get quite repetitive when he’s in a long-term feud, and his in-ring style is so boring. He seems to believe that being a heel means that you should never perform any fast or exciting moves ever, which just isn’t how it works. Guys like Rollins, Styles & Bryan have been proving that for years.

So, now they’ve thrown him at Drew McIntyre, and I just don’t care. The way the whole feud has been built feels like it was designed to be Jinder Mahal in this position instead of Ziggler, as it has mainly focused around their history together. Now, I know Ziggler & McIntyre were a duo for about a year follow McIntyre’s return, but when it comes to former partners for Drew, Mahal & Slater come to mind a lot quicker. Of course, Jinder’s injury can’t be helped, and I’m not saying that it would make for any better of a match, but at least the story would be more interesting.

Ziggler withholding the stipulation is good from a strategic standpoint, but it also works to build intrigue for the match because, to be honest, I wouldn’t give even the slightest of shits otherwise. Now, some leaked promotional material hints at it being a Tables, Ladders & Chairs match, although those leaks have been wrong before. Personally, I’d be into a TLC match. I know that goes against my ‘anti-weapons matches’ preferences, but I think Ziggler vs McIntyre in a regular singles match would be so unbelievably dull, that I’m happy with anything that threatens to spice it up.

Drew McIntyre is going to win. There’s no other outcome here. In fact, that’s another major problem with Ziggler always getting these title matches. No-one ever believes Ziggler stands a chance of winning. WWE management has never got behind him as a world champion, and I don’t see any reason as to why they’d start now. Especially in the face of Drew McIntyre, who has the potential to carry the company for the next decade if he had the opportunity.

Asuka(c) vs Sasha Banks
(Raw Women’s Championship)

Seriously, nothing has been able to hold a candle to the women’s division this month. How could you not be excited about this match?

Usually, I’d sit here and worry about how this match might not get enough time, or how they’ll overbook it and ruin it, but looking at Raw this past month, I honestly don’t think that’ll be the case. Week in and week out, WWE seems to have really taken their hands off and just let these women wrestle some genuinely great matches against each other, and I fully expect that trend to continue on Sunday night. Both women have proven time and time again that they’re just as good as any wrestler on the planet. Combine that fact with how strong each of their characters are right now, and I have full confidence this one will live up to my expectations.

Story-wise, I have a feeling that the writing team still aren’t 100% sure that Sasha vs Bayley is where they want to go. They are leaning into the dissension angle in small ways, mostly via Charlie CONSTANTLY asking them dumb questions about whether or not they like each other. However, it still seems like they’re giving themselves enough wiggle room to swerve away from it if they need to. We were in this exact spot just a couple of years ago, remember.

Ultimately, if they’re going to go down the Sasha vs Bayley road, they’re going to have to set things in motion on Sunday. Leaving any longer would just be too late for it to be interesting. I’m not going to get my hopes up – because we’ve been burned so many times before – but I’m going to tentatively say that will Bayley with either deliberately or accidentally do something that ends up costing Sasha the match and finally the duo will explode. So, it’s Asuka to win.

So there you have it! Those are my predictions for Extreme Rules. Thank you very much for taking the time to read this. Please, let me know what you think will happen on Sunday, either in the comments below or on Twitter @10ryawoo! Finally, make sure you come back here on Monday where I’ll be reviewing the show!

My 100 Favourite Games of All Time (70-61)

Welcome back to my 100 favourite games of all time series! Today, I’ll be covering entries 70 through 61.

If you haven’t read the previous instalment in this series, please do so here, and here’s the first entry if you want to start from the entry 100.

Let’s not waste any more time!

70 – PixelJunk Shooter Ultimate

Release Date: 10th December 2009
Developer: Q-Games, Double Eleven
Publisher: Q-Games, Sony Computer Entertainment
Platforms: Playstation 4, Playstation 3, Playstation Vita, Windows, Mac, Linux
Metacritic Average: 90%

It’s a game about liquid physics.

Pixel Junk Shooter is a game that is fun on multiple levels. On one level, it’s an intelligent puzzle game, with combat elements that mean you’ve always got something to do. Then on another level, it’s one of the most surprisingly fun co-op experiences I’ve ever played.

It’s a rare occasion where I’d recommend playing this game with another person rather than on your own because it adds so much to the experience. Solving the puzzles and defeating the enemies is fun enough on your own, but suddenly it becomes a chaotic ball of fun when you add a second player. It feels like the developers knew this and leaned into it with their design.

Once you’ve got the hang of the game, the combat becomes relatively basic, and the puzzles don’t have the most difficult of solutions to work out, but executing them is surprisingly hard. This is partly because each level seems to be designed almost by the pixel to require precise and skilled movement of both yourself and the different liquids you get to play around with. However, it’s partly down to the fact that your co-op partner just got the lava suit and won’t stop spraying it everywhere.

I often found the puzzles becoming secondary while playing through this game as me and my co-op partner (usually my brother) would simply mess about the entire time. Let me tell you when one of us picks up the lava suit, and the other has the water suit, it is a battle for the ages.

Pixel Junk Shooter knows exactly the mindset its players will have going into it and designs an experience that will maximise fun, while still carrying a compelling singleplayer experience.

69 – Spec Ops: The Line

Release Date: 26th June 2012
Developer: Yager Development
Publisher: 2K Games
Platforms: Playstation 3, Xbox 360, Windows, Mac, Linux
Metacritic Average: 77%

It’s a game about realising what a horrible person you are.

Another game here that is better the less you know going into it, Spec Ops: The Line keeps its cards hidden for as long as it possibly can. Spec Ops presents itself as a generic military shooter, with pretty basic shooting mechanics, but an extra level of tactics behind it to keep things interesting. After a few hours, it still feels like your standard military shooter, but it’s going a little bit off the rails. As Spec Ops progresses, things start to feel more and more uneasy, with the main character making some questionable decisions, and commit certain acts which have significant consequences.

I’m speaking in very vague terms here, so I don’t spoil it, but when the game finally reveals what it’s been doing the entire time, it was one hell of a narrative gut-punch. It’s a very dark and depressing twist, but one that really makes an impact on you, especially if you’ve just been treating the game like a standard military shooter up until that point. The narrative takes the military shooter – a genre I have very little interest in – and blows it wide open, deconstructing some of the more ‘grand’ elements we take for granted.

68 – Grow Home

Release Date: 4th February 2015
Developer: Ubisoft Reflections
Publisher: Ubisoft
Platforms: Playstation 4, Windows, Linux
Metacritic Average: 75%

It’s a game about climbing.

I’ve talked a lot so far in this series about the focus of games. What makes so many of these weird experimental/indie games so great is their grasp on precisely what they want to build. They don’t worry about appealing to as many different audiences as possible, so they don’t overstuff their worlds with a load of guff. What games like Grow Home do that make them so great is that they focus on a singular core mechanic and refine it until it’s as close to perfection as it can possibly be.

The climbing mechanics in Grow Home are without a shadow of a doubt the best I’ve ever played. They’re incredibly intuitive – just click one of the mouse buttons depending on what hand you want to move and then drag the mouse – but mastery over those mechanics takes time and skill to achieve.

It’s not just Grow Home’s mechanics that receive a sharp level of focus either, because the world also feels very refined and polished in its design. The game makes it very clear what your goal is right from the start, so every single mechanic is built around helping you to achieve that goal. There isn’t a tremendous amount of openness or exploration to be had in Grow Home, but it doesn’t need it. It’s a game that drops you off in the world, throws about every challenge it can at you centred around the climbing mechanics and then sends you on your way before it has a chance to get competitive.

Grow Home is all the proof you need that a great core mechanic is all you need to make a fantastic game.

67 – Pool Nation

Release Date: 5th September 2012
Developer: Cherry Pop Games
Publisher: Cherry Pop Games, Wired Productions
Platforms: Playstation 4, Playstation 3, Xbox 360, Windows
Metacritic Average: 81%

It’s a game where you play Pool.

The so-called “Pub Game” genre – things like Pool, Darts & Air Hockey – is one that I don’t think ever gets enough attention. In real life, they’re the kinds of games that you’re not really all that good at, but you play it with your friends because it’s a fun way to kill 3 hours.

VR has added a lot to this genre, and the VR version of Pool Nation is also enjoyable, but there’s something about the nature of the regular Pool Nation that holds my attention for much longer. There’s not a lot I can say about the mechanics, because I’m not going to sit here and review the game of Pool, but the control scheme in Pool Nation is one that I don’t think has ever been topped for a pool game.

The whole game is able to capture the very causal feel that comes with playing a game of Pool in the pub. Yes, you care about the game to a certain extent, but it’s more just a tool for you and your mates to piss about a bit and have a nice time. Something in the sound design feels so very real, and when you combine it with the fact that Pool is a game I enjoy playing anyway, you’ve got yourself something I’m bound to sink a lot of time into.

66 – Katana ZERO

Release Date: 18th April 2019
Developer: Askiisoft
Publisher: Devolver Digital
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows, Mac
Metacritic Average: 83%

It’s a game about taking drugs and slicing people in half with a katana.

(From my Game of the Year 2019 article)

One of my favourite things a game can accomplish is to be one specific thing while disguising itself as something else. To explain what I mean by that, let’s take a look at Katana ZERO.

When you star Katana ZERO, the impression I got from it is that it was going to be a fast-paced hack and slash, where you slice your way through waves of enemies feeling like a katana-wielding action hero and while the second part of that statement is true, Katana ZERO is in fact not a hack and slash, but a very clever and high-octane puzzle game.

The goal of each room is to introduce every enemy in the general vicinity to your Katana, usually by separating them from most of their limbs in the process, but if you go charging madly into every room, you’ll most certainly fail almost instantly. Instead, every room in the game is cleverly designed to be “solvable”, with a distinct order and pattern in which you need to show everyone their own spleen before removing their head in what can only be described as a “flourish” of blood. Every time I entered a room, I would instantly scour the whole place looking for the one weak spot where I could start my slicing rampage, running through a mental checklist every time I failed and restarted a room, which gave incredibly satisfying feeling when my master plan was executed to perfection.

What makes Katana ZERO stands out though, is the fact that it has that element of chaos to it. I could make the most ingenious plans ever, but that doesn’t mean I was good enough to pull them off perfectly all the time and that was where the game was at its most fun; when plans went wrong. Once a plan went wrong, it would be easy to just take the death and try again, but I think doing that takes out a huge element of the sheer joy that this game brings you when you improvise. Admittedly, my improvised plans very rarely bore fruit, but that didn’t stop it being an absolute blast when I missed my second strike, which sent me sailing into a room of armoured guards, causing me to panic, throw a firebomb which killed the armoured guards but alerted everyone within a 5-mile radius to my presence, at which point I went on a killing spree, slicing every neck I could lay my eyes on before finally being gunned down.

In addition to that…well…clusterfuck, the game has simplistic but masterfully styled visuals with great uses of colours and effect to create a depressingly beautiful cyberpunk dystopia, a feeling only helped by the brilliant choices that were made with the music, which helped elevate the already fantastically designed boss-fights to epic clashes and nail-biting encounters.

Katana ZERO is a game that strikes that perfect balance between careful & tactical planning and total chaos that makes for an incredibly focused and fun game, all tied together with a clever story that keeps you interested and invested in the world all the way to the credits.

65 – Intrusion 2

Release Date: 11th September 2012
Developer: Aleksey Abramenko
Publisher: Aleksey Abramenko, VAP Games
Platforms: Windows, Linux
Metacritic Average: 80%

It’s a game about shooting everything lots of times.

Intrusion takes a formula that worked in the past – in this case, the side-scrolling shooter – and adds on all the lessons and improvements in game design that we’ve learnt since the genre’s golden era to make an entertaining game.

It seems quite hard at first, but you don’t actually have to spend much time with it to get the hang of it. It plays off the design philosophies of the old Castlevania or Mega-Man games where if you’re good enough you could definitely go through the entire thing without taking a single hit, but it’s just tricky enough to challenge even experienced players of the genre. All of the bullets move just slow enough to dodge, but not slow enough to make it easy, and the level design finds a way to make each of these challenges feel new every single time.

On top of that, it has some of the best boss fights I’ve ever seen in a game. It keeps that idea that every single attack is dodgeable, but overwhelms you with spectacle. Every boss had clearly recognised patterns that manage to inject their own sense of personality into every fight. Be it using their gun as a motorbike, wagging their giant mechanical finger at you before smashing you in the face with it, or eating its way through a building to get to you. It’s a game so very full of character that I can’t help but smile at it, even when I’m getting my arse kicked.

64 – The Ship

Release Date: 30th July 2006
Developer: Outerlight
Publisher: Mindscape, Merscom, Blazing Griffin Ltd
Platforms: Windows
Metacritic Average: 78%

It’s a game about murdering people on a cruise ship.

I feel like The Ship was a game that passed most people by at the time, and yet, the ideas it innovated can be seen through a couple of popular genres today.

It innovated a style of multiplayer gameplay that would be the inspiration for the Assassin’s Creed multiplayer mode a few years later, and I’m surprised no-one else has really taken the idea and ran with it outside of the odd indie title. The setting is one that allows for a large and varied map design, with big open decks with pools and bars; the tight corridors with the passenger’s rooms; and even into the bowels of the engine rooms in the ship. The whole thing has an air of class and charm to it that is the perfect comedic juxtaposition with the murder tournament that’s happening around you.

The game also adds extra layers to its gameplay, with each kill being assigned a monetary value based on what weapon you used; the value of the weapon being determined by how commonly it’s been used in that game. In addition to this, you’ve got the fact that you need to be consistently subtle in your kills. Security guards, cameras and even other passengers can cause you to be caught in your actions, resulting in a fine and being locked up for precious seconds that could be spent killing. It stops you mindlessly running around hacking people to bits and instead forces you to think more strategically to achieve your goals.

It’s a style of multiplayer gameplay that has you constantly scheming and planning a few steps ahead while being on edge that your killer could round the corner wielding an axe at any second. The atmosphere the game produces is simultaneously charming and tense, which mixes in just the right way to make one hell of a fun game.

63 – Far Cry 3

Release Date: 29th November 2012
Developer: Ubisoft Montreal
Publisher: Ubisoft
Platforms: Playstation 4, Playstation 3, Xbox One, Xbox 360, Windows
Metacritic Average: 91%

It’s a game about taking drugs and being eaten by tigers.

As I’ve said before, First Person Shooters are one of my least favourite genres, so for any game in the FPS genre to adequately capture my enthusiasm for it, it has to have something unique. Enter, Far Cry 3.

I know many people prefer Far Cry 2 to 3, but I was too young to notice when 2 came out, and while I enjoy going back on it now, it didn’t have that first-time rush that 3 does for me. The thing with Far Cry is it takes the standard shooter format and meshes it with your standard Ubisoft formula (before it got way too bloated). It made it an open world, added survival and crafting elements (again, they were still new back then) and of course, bases & radio towers (those weren’t).

The bases in Far Cry 3 were the main thing that put it over the top for me because it managed to make both rousing success and catastrophic failure feel just as fun to play out. It feels awesome to take down a base completely unseen. Either through taking some good vantage points and sniping them all down one by one or by getting in there with your knife and getting your hands dirty. However, it’s equally as fun when you attempt those tactics, it goes very wrong indeed, and the thing devolves into an all-out gunfight, with bullets flying everywhere, explosions going off and the occasional tiger getting involved.

Sure, it could get repetitive to the point where that very fact is why I didn’t enjoy Far Cry 4, but once every couple of years, I will drop into Far Cry 3 and have a lot of fun taking down some bases and messing around in the open world.

62 – Portal

Release Date: 10th October 2007
Developer: Valve Corporation
Publisher: Valve Corporation
Platforms: Playstation 3, Xbox 360, Windows, Mac, Linux, Android
Metacritic Average: 90%

It’s a game about thinking with portals.

I don’t think there’s a game that has stuck so hard in the general gaming consciousness quite like Portal. It’s not the most famous game ever made by a long stretch, but it feels like pretty much everyone in the gaming sphere has played – or at least seen someone else play – Portal.

As a puzzle game it’s pretty good, again, not the best ever but certainly a sound challenge the first time you play it, but that’s not why it’s so good, or why it’s been remembered so fondly for so long. Portal is a game that just seems to have an endless amount of character to it. The way it plays its humour, so subtle yet hilariously dark, it’s something that had never really been done to that extent in games so far. Many other games following Portal would attempt to ape its style, most would fail, but the ones that succeeded are still remembered today as beloved titles (a couple we will be talking about a little later down the line). In fact, with GLaDOS carrying the whole thing, you could even argue it was the progenitor of the ‘unreliable narrator’ trope in games.

Portal is a quick and focused experience that leaves a considerable mark on you when you play it and spits you out when you’re still wanting more. It’s a game that I will continue to go back and play, time and time again over the years – not to mention the countless attempts at copycats that it’s spawned – because it’s truly a game that never goes out of style.

61 – Fallout 4

Release Date: 10th November 2015
Developer: Bethesda Game Studios
Publisher: Bethesda Softworks
Platforms: Playstation 4, Xbox One, Windows
Metacritic Average: 88%

It’s a game about exploring the American wasteland [insert topical political joke here].

It took me a while to crack Fallout 4, so much so that until 2019, when I was finally able to get into it, I only had about 7 hours of total playtime in the game. The weird thing is: I really don’t know why it took me so long. Sure, it’s a first-person shooter, but having played Fallout 4 for an extended period, it honestly doesn’t play like one, which to me, is a huge plus.

There’s a much more tactile feeling to the combat in Fallout than in most other shooters I’ve played. Pretty much all of the guns feel utterly different from one another, which is something I can’t say about most other games that I’ve played in the genre. Not to mention that the VATs system means you can almost play the game as a turn-based strategy if you really want to.

On top of that, the world-building is excellent. While I don’t find myself becoming as attached to the characters as I do in The Elder Scrolls games, I find it exciting to learn more about the world and what exactly society is like after America got destroyed. I love investigating the abandoned buildings and finding the terminals that teach me about how this place used to be before the bombs dropped. Or even better, what’s been going on in the places where society has started to rebuild itself. There just aren’t many games out there that pay that much attention the detail of their worlds.

So there you have it! Thank you very much for taking the time to read this. Please, let me know what you think of all these games, either in the comments below or on Twitter @10ryawoo. The next entry in this series will be uploaded next Wednesday, but in the meantime, come back here on Saturday, where I’ll be covering WWE’s Extreme Rules!

Every Main Series 3D Platforming Sonic the Hedgehog Game Ranked

Being a Sonic fan can be tough sometimes. The series has gone through more than one period of critical slumps, and it’s unfortunately caused the Sonic franchise to become somewhat of a red-headed step-child in the gaming sphere. Sonic Mania’s critical success went some way to undo that damage, but this is a franchise with some genuinely terrible games under its belt that will never be forgotten.

Why am I bringing this up? Because most of them fall under the ‘3D platforming’ genre, which is what I’m going to be talking about today. I’ve always believed that Sonic works far better in 2D than it ever has in 3D, but that doesn’t mean there aren’t still some wonderful games that have 3D platforming as their core gameplay.

What I’m counting as ‘main series’ could be a bit subjective. For example, I’m not including the ‘storybook’ games (Sonic and the Black Knight & Sonic and the Secret Rings) because, for one, I’ve never actually played them, and two, from what I’ve seen they play very differently to every other game on this list. So if you want to argue about that, be my guest, but I didn’t want to make this article any longer.

So…let’s start off with the shit, shall we?

11 – Sonic the Hedgehog (2006)

More commonly referred to as ‘Sonic 06’, this is a game referred to by many as ‘the worst game ever made’ and…I can’t say I disagree with them. I honestly would’ve loved to kick this list off with a classic, controversial opinion, but there’s just no way I could put anything else in last place and still be able to look at myself in the mirror.

There are plenty of reasons behind the mess that this game turned out to be. For one thing, the team were working with an engine they hadn’t used up until that point, so there was still a learning curve amongst the development team. Then, in early 2006, the head of the team resigned to form his own company, leaving a significant role in the team unfilled. Then SEGA management stepped in and remedied the problem by…splitting the development team in half in order to work on yet another Sonic game for the Wii.

The problems still could’ve been avoided if those in charge had the wherewithal to push the game’s release date back. Instead, they doubled down. Insisting that the game much be ready for the holiday season 2006 to line up with both the release of the PlayStation 3 & Xbox 360 and Sonic’s 15th anniversary. This meant that there was absolutely no time to put any level of real effort into the game. The team was under a tight schedule, so they were forced to rush stuff, and boy, it shows.

If you’ve ever watched a gameplay video of this game, then you know how terrible this turned out. The physics engine is problematic at best and straight-up broken at worst. Textures and assets are plonked around the world randomly, with no visual cohesion, and the game lags like hell if there are more than 2 enemies on the screen at once. Not to mention the hilarious amount of glitches you could perform. You could clip through just about any wall in the game if you hit it at the right angle and with enough speed, and specific mechanics like Silver’s telekinesis and Sonic’s gem abilities absolutely tore the integrity of the game engine to shreds. Just go and watch a speedrun if you want to see what I mean.

Then…there’s the story. I’m sure someone out there enjoyed it – and good for them – but the ‘blockbuster’ style it was going for, which was reportedly drawn from the big superhero movies of the time, fell totally flat for me. When people talk about ‘Sonic cringe’, it’s usually the stuff from this game’s story that they’re referring to. The dialogue is basic at best and laughable at worst, and that’s not even mentioning the unintentionally hilarious stuff like the Silver/Shadow fight or THAT kiss.

While the world of asset flips and terrible indie developers have made Sonic 06 look like a veritable masterpiece in the years since, when it comes to triple-A studios, you’d be hard-pressed to find a worse game.

10 – Shadow the Hedgehog

This should’ve been last. In ANY other franchise, this abysmal game would’ve been in last place, yet somehow, this franchise managed to shit the bed even harder.

Who…WHO? Who thought it would be a good idea to take the bright and cheery, kid-friendly franchise and turn it into a grungy shooter? The whole idea of it is laughable and just watching the intro cutscene for the game is enough to send anyone into hysterics. It’s just such a dumb idea.

There absolutely was a possibility there for Sonic Team to make a more teenager-oriented game using Shadow as the main character, Shadow was an interesting character with a solid backstory when he was introduced into the series. However, they went down the worst possible route with the character. It would’ve been so easy for them to make him a slightly darker, more jaded alternate personality to Sonic, but instead, they made him the most stereotypical ’emo kid’ you could possibly imagine. It’s so bad it’s almost parody.

Then there’s the gunplay, which may as well have not even been in the game. It was an option for combat, but you were much better off using the standard Sonic combat style instead, as it was so much more enjoyable. Note, ‘more enjoyable’ doesn’t necessarily mean ‘good’ and this is very much the case here. The homing attack didn’t know what to do with itself, which wasn’t helped by the fact that the camera had absolutely no idea what it was doing most of the time. Everyone I’ve ever seen play this game has, at some point, accidentally catapulted themselves into a death pit because the camera and the homing attack refused to cooperate.

The branching narrative was largely pointless as well, especially considering, the whole point of the story is for Shadow to find out who he really is. The problem is that the answer to this question changes depending on what ending you get, which doesn’t make sense in the slightest. Also, how you branch the narrative is dull and tedious, as you have to go on two different collectathons in each level, one of which will take you down the ‘bad’ path, and the other the ‘good’. Meanwhile, doing neither will give you a neutral path. This is a nice idea, except for the fact that the game doesn’t ever communicate this to you. IN fact, sometimes some of the enemies or collectables you need to finish the objective don’t spawn into the world, and you have to restart the level.

Shadow the Hedgehog was a hilariously terrible idea and was just as horribly executed. The only reason it’s not in last place is that it’s not entirely broken like Sonic ’06 is.

9 – Sonic Boom: Rise of Lyric

This sure as hell comes close though.

Visually, it was a boring game. Every level felt so muted and bland, especially when compared to the vibrant and fun colours that most other games in the franchise have given us. Although the new character designs did at least same some interesting design to them, they weren’t great. I don’t mind when characters get redesigned, especially if it’s for a new purpose, however, the new designs in Sonic Boom felt like they were trying to be something totally different, while simultaneously holding onto the old designs. This resulted in things like Sonic’s weird and lanky limbs or Knuckles’ upsidedown triangle of a body.

‘Dull’ is actually a pretty good word to describe the gameplay too. The puzzles were very basic, which isn’t necessarily a bad thing – this is a franchise aimed at children, after all – but they were implemented in such a way that every puzzle felt the same. This wasn’t helped by the fact that you had to complete each puzzle room four times. The platforming was a bog-standard affair, with no real feeling of speed, even when you were supposed to be zooming along an open path.

I wouldn’t quite call Sonic Boom ‘broken’ like I would with Sonic 06, but it’s undoubtedly lacking any kind of polish. Cutscenes and dialogue would constantly talk over each other, and there were many points where I straight up couldn’t hear what was going on because of how loud the music was. Which reminds me, even the music wasn’t particularly interesting in this game, which is mad, as even Sonic ’06 had a decent soundtrack. Thankfully, modern technology had meant that most of the major bugs that were in Sonic Boom at launch (most notably the ‘infinite jump’ glitch you could perform by continuously pausing & unpausing the game) have since been patched. Though there are still plenty of places where minor glitches rear their heads.

What baffles me most is that the story was terrible. I know, that shouldn’t come as a surprise, but when you look at the Sonic Boom cartoon series that released around the same time as the game, you see that it’s an extremely well-written and genuinely funny kids’ cartoon. I’d argue that it’s one of the more underrated kids’ cartoons of the modern era. Yet somehow, the writing team behind the game just took a basic framework for a story and filled in the bare-minimum details.

You could argue that other games higher up in this list are technically worse, but what drags Sonic Boom so low for me is it’s complete and utter lack of soul and character. It’s like someone’s taken a paint-by-numbers Sonic game but only filled in the browns and greys. Nothing excites me about this game, although there is plenty that frustrates me.

8 – Sonic Lost World

I see what they were going for with this one, I just think it’s already been done so much better.

Let’s address the most prominent problem first, this is way too slow to be a Sonic game. I know many of the classic games weren’t just about speed, but there was always a certain upbeat pace to every level, you were always on the move. Lost World doesn’t really have that feeling. In the levels where you’re rolling along the long straights, Sonic moves with so little momentum that it always feels like I’m missing something. The movement lacks that sense of fast-paced fun that every other Sonic game is filled with.

Then, there are the more platforming-focused stages. In these levels, I don’t mind the slower pace so much because they’re deliberately trying to be something different. The problem is that 3D Mario Games existed long before this and they did the job so much better than Lost World does. It feels like someone’s taken the essentials of a 3D platforming game, played Mario Galaxy and then made levels for Lost World based on that knowledge. So not only is it a bad fit for the franchise, I can’t even say it’s bringing anything new to the genre.

However, as much as it doesn’t work, for the most part, it absolutely has it’s moments. I quite enjoyed the early stages, and it is at least a technically proficient game (which is more than can be said for all the other games I’ve covered so far). The problems only come in once I’d played it for a little while, the formula lost the novelty, and nothing new or compelling came into replacing it.

The writing is fine, although I think the comedy aspect of things fell flat. I know this doesn’t sound like anything surprising, but in some of the games leading up to this (which I’ll talk about more later), I thought the comedy worked well.

Sonic Lost World is a game that tried to take the Sonic formula in a new direction. It didn’t quite stick the landing, but it didn’t make a total mess of things either. If you’re a fan of the slower platforming style, then I can see the appeal in a game like this, it’s just not what I want from a Sonic game.

7 – Sonic Forces

If there was ever a game I’d describe as ‘just fine’ then it would be this one.

There’s honestly nothing special about Sonic Forces, for good or for bad. It takes what had already been done with the 3D Sonic formula and iterates on it in a reliable performance. While I don’t particularly care for yet another Green Hill Zone remake, most of the stages have a decent flow to them and the visual design has plenty of character, using the factors that make a good Sonic stage.

The character creation aspect of things is fine, but ultimately pointless. It’s one of the most bog-standard character creators you’ll ever see, and your character’s unique abilities aren’t very noteworthy. The ‘wisp gun’ thing that you use works a hell of a lot better than trying to inject actual gunplay into the game, although I still could’ve done without it. All it meant was that I’d always go barrelling into enemies by mistake because I forgot that I wasn’t playing as Sonic and couldn’t just bounce off of all their heads like I have done for every game in the franchise up until then.

Speaking of characters, there was absolutely no reason for Classic Sonic to be involved in the story. I get why it was included following the praise it received in Generations, but here all of the 2D levels felt like afterthoughts. The story didn’t accommodate for their presence at all either. Looking at the story…it’s okay. It might have tried to be a bit too complex for its own good, but I wouldn’t say I hated it. Infinite is as good a character as any for the Sonic franchise, although I can’t say I care about him in any way, shape or form.

At the end of the day, if you want a standard Sonic game that lets you blast through a bunch of fast-paced stages with little thought towards anything else, then you’ll have a pleasant time with Sonic Forces. Just don’t go into it expecting anything amazing.

6 – Sonic Adventure

The first fully 3D Sonic platforming game (no, 3D Blast doesn’t count because it’s isometric and no, Sonic Jam doesn’t count because it’s shit), Sonic Adventure feels like more of a proof-of-concept with many kinks to work out, rather than a landmark Sonic title.

Sonic Adventure has a lot of incredibly frustrating design choices. The most prominent of which is the camera, which cannot navigate the 3d terrain in a meaningful way. It had all the makings of the kind of things that someone doing for the first time wouldn’t consider. For example, the player has total control over the direction of the camera…sometimes. The game would decide that it wanted to take control of the camera away from you at seemingly random times, which was incredibly annoying. Doing that is fine when you have something you want the player to focus on, but a lot of the time it felt like Sonic Adventure only does it to stop you looking at bits of the game they didn’t finish.

It also doesn’t help that when the camera swings wildly away from where you wanted it, it doesn’t preserve what direction you were running. To clarify, this means that if you push your joystick to the right to make Sonic go around a right turn when the camera turns to follow you, you keep going right and end up flying off the side of the level. This wasn’t just a product of its time either. Nintendo had already released Mario 64 and The Legend of Zelda: Ocarina of Time by this point, both of which have camera systems that still holds up to modern standards. I know SEGA wasn’t a part of Nintendo by this point, but you would’ve thought the dev team could’ve learnt a few lessons.

When the camera is working correctly, you get a bit of mixture when it comes to the levels; both in design and in quality. Having 6 different characters, all with the own, interlinking stories was an odd choice. It could’ve helped vary up the gameplay (which it did in SA2), but instead, they were all locked behind each other, meaning chances were you’d blast through all of a single character’s stages in one go. Honestly, I would’ve been happy with just Sonic’s series of levels in the game, as those are by far the most fun to play. They don’t quite tap into the same feeling that made later Sonic games great, but they still have a nice flow to them that is only ever broken up by faulty tech, not the level design itself.

While it definitely doesn’t hold up anywhere near as well as most other games of its era, Sonic Adventure definitely laid the groundwork for what would eventually become a delightful formula. The storytelling style may have been a bit ambitious, but they’d work out those kinks in time for the sequel. It results in a flawed game, but one I was still able to draw enjoyment from.

5 – Sonic Unleashed

Sonic Unleashed is halfway to a good game. In fact, if the other half of Unleashed was entirely removed, it might rank in one of the top slots…but the bad half of the game is genuinely awful.

This was the first game developed entirely withing the Hedgehog engine. This was a brand new lighting engine for 3D Sonic games that allowed Sonic Team to create long and fast-paced levels a lot quicker than they had previously been able to, and looking at the daytime levels, it shows.

Where Sonic 06’s level design was cramped, and Sonic’s movement was slower than usual, Unleashed’s daytime levels were long and blazingly fast sprints along varied and exciting terrain. New mechanics such as Sonic’s new boost meant that you could always keep the level flying by at an astonishing speed, with the roadblocks in your way being reactionary obstacles designed to momentarily trip you up, rather than stop you entirely. It made for levels that were easier but flowed a lot better, and it made for some of the best 3D levels the franchise has ever seen.

Then…there was the nighttime levels. Featuring Sonic’s new ‘Werehog’ form, these nighttime levels focused less on platforming and more on brawling. There was a chance for this to be quite fun, traditional beat-em-up brawlers that have you face off against hoards of enemies can be extremely satisfying when done right. Sonic Unleashed’s brawling, however, is no fun at all.

For one thing, the game absolutely could not cope with the number of enemies of the screen at once, especially when there was a bunch of particle effects covering the screen. So often while fighting in a big brawl, the game’s framerate would drop to genuinely unplayable levels, it would cause me to take unnecessary damage and even totally miss quick-time events. Even when the game is running fine, the combat holds no weight to it, the sound design doesn’t put enough emphasis on the impact of your strikes, so nothing feels satisfying, which for me, is the main appeal of this style of gameplay.

The writing in Unleashed is among the worst in the franchise too, to the point where I honestly believe it’s one of the main contributors to many outside of the Sonic bubble believing all Sonic writing to be a total joke. The ‘Werehog’ is a dumb concept that doesn’t fit in the world of Sonic at all. The performance on Sonic’s ‘Werehog’ voice acting is abysmal, with it just sounding like Sonic needs to cough and clear his throat. The sidekick in the game is incredibly annoying, with a personality that puts me in mind of the worst cartoon sidekicks ever (I’m looking at you, Scrappy-Doo) and I longed for the days of having Tails silently following me through every stage.

Despite it’s massive, glaring flaws, there’s still a lot to love in Sonic Unleashed. As I said, the daytime levels laid the foundation for what 3D Sonic levels should look like going forward and levels like Rooftop Run are easily among the best in the entire franchise. I almost feel bad for it having to carry this horrible weight in the form of the nighttime levels, and I’m certainly glad they never caught on for future instalments.

4 – Sonic Heroes

I think this might be one of my more controversial opinions, as this game is looked upon unfavourably by the community at large, but I actually rate Sonic Heroes quite highly.

The fact that you have to complete every level four times is quite annoying, even if your objectives in these levels are different depending on who you’re playing as. In fact, it may actually be those objectives that make the levels so annoying. Racing through these levels, just trying to reach the goal is really fun. Having to wander around trying to collect a certain number of rings, or kill a specific amount of enemies is really boring. Not to mention it’s stuffed with a roster of characters that don’t need to be there, and the writing is full of cringe.

However, the gameplay, which to me, is always the most important thing, has a lot to offer. The level design is fantastic, I feel it’s one of the few 3D Sonic games to truly tap into the classic Sonic school of visual design in its levels. Every area is distinct and unique, with bright colours and crazy settings being the focal point. This made blasting through the levels very satisfying because there was a lot of fun scenery to look at.

The gimmick of switching between one of three characters, each with their own unique abilities was fun. The system behind it meant that you could do it on the fly, without having to totally kill the pace or momentum of the level and most of the levels were designed in an intelligent way that got the most out of the gimmick. By the end of the game, it did become a bit tiresome to be switching between characters for basic tasks, but for the majority of the game, I felt the pace carried it well.

I can see the flaws in Sonic Heroes, but I think the gameplay is enjoyable enough for me to overlook most of them. The platforming is fun and fast, while the level design has a sense of character to it that 3D Sonic games often lack. Ultimately, I just don’t think this game’s flaws are anywhere near as significant as the games I’ve covered up until this point.

3 – Sonic Adventure 2

Sonic Adventure 2 is arguably the game on this list that is most beloved by the overall Sonic fanbase, and I can definitely understand why.

This was the first 3D Sonic game that didn’t have any of the massive issues that the previous ones had. It finally felt like it was the full package, the grand 3D Sonic game we’d all been waiting for since Mario 64. For one thing, the game lets you play as the bad guys, which is a nice touch. Plus, even though you have to play through all of the stages twice, it doesn’t get tiresome because of how the game paces itself.

Instead of lumping them together like in Heroes, each of the three characters you play as in SA2 were given their own distinct style of levels. Sonic/Shadow get the classic platforming stages, Tails/Robotnik get a hybrid platform/shooter level in a walking mech, and Knuckles/Rouge get sandbox-style levels where you have to hunt for fragments of the Master Emerald. The game mixes and matches these levels to create a game that has a continually shifting pace and makes sure you never get bored of doing one thing for too long.

Once again, the levels have a good variation in their design to keep things fresh and visually appealing. I would say that the colour palette is a bit muted and there are a bit too many industrial levels for my liking. Still, it’s miles better than much of what I’ve covered so far. There are also vast improvements from the first Sonic Adventure, where it feels like Sonic Team had genuinely learnt from their mistakes.

The speed-based levels were now more focused on being long-shots of fun platforming, rather than weird hybrids of areas you’re supposed to take slowly. The camera is vastly improved too as the game knows exactly the right places to take control away from the player and point the camera in the direction of something they actually need to focus on. That said, it’s still not perfect, and it can get caught on terrain some of the time, but it’s leaps and bounds ahead of what SA1 gave us.

Ultimately, SA2 feels like a much grander adventure that is worthy of being a landmark title in the franchise. It still has some features that haven’t aged well, and the writing is still relatively simplistic. However, I think if Sonic Team had kept producing 3D Sonic games at this quality, then it’d still sit in the upper echelons of mainstream gaming culture today.

2 – Sonic Colors

Following up on Unleashed seemed like the easiest thing in the world for Sonic Team. There was one style of level that received critical acclaim and another that was absolutely panned. Thankfully, for Colors, Sonic Team picked up on that fact and made a bloody good game out of it.

While this game did still have a gimmick, instead of shoving into an entirely different style of gameplay, the Wisps in Colors were instead integrated into the regular 3D platforming stages that were so great in Unleashed. Overall, Colors just refined the formula, things like the boost and homing attack were polished, getting rid of the small amount of frustration that could arise from them in Unleashed.

When it comes to level design, I’d argue Colors is second to none on this list. Finally, 3D Sonic games abandoned all premise of having semi-realistic settings, and it allows the art and design team to go absolutely nuts with the levels. The concept of the whole place being an intergalactic theme park built by Eggman is absolutely fantastic, while each individual level has such a distinct and bright colour palette, it’s one of the most alive feeling worlds the Sonic series has ever created.

The Wisps themselves are implemented quite well. They’re not all winners (looking at you, Cube), but for the most part, the usage of the Wisps wasn’t overdone. Whenever a section where you needed to use them came up, it felt like a natural progression of the style and challenge that the level was trying to convey. The only time you’d ever have to go out of your way with a Wisp section is if you were trying to perform a tricky platform manoeuvre or find a secret.

Ironically, I’d say this game’s biggest issue is the 2D sections. Later games would work out how to do this better, but in Colors, when you were switched into a 2D section midway through a level, it led to slow & slightly tedious puzzle-platforming. It wasn’t bad by any stretch of the imagination, but it often killed the pace of the levels and had me itching to just be able to blast off at top speed again. There still needed to be a greater level of integration between the two for it to work properly.

That’s pretty much it though, I honestly can’t say I have any more major complaints about Colors. It learned from the previous game and improved on it in almost every way, creating one of the best 3D entries in the franchise. It’s a joy to replay and treat for the eyes too. A roaring success if you ask me.

1 – Sonic Generations

(From my 100 Favourite Games (90-81) article)

Firstly, the readdition of the classic 2D Sonic levels was a brilliant touch. It didn’t quite have the same feel as the original games, but I think Generations’ reimagining of the 2D platforming mechanics made for a fun experience. The nostalgia factor was prominent, not just with the mechanics, as I’ve already discussed, but with the levels too. They picked one level from every major Sonic game, and it was a wonderful trip down memory lane, seeing how beautiful some classic locations could look with the modern art style.

Meanwhile, the 3D platforming mechanics were, for my money, as good as they’ve ever been throughout the franchise. By this point in time, SEGA had made many, many mistakes with their 3D platforming mechanics and this game finally polished everything to the point where I believe it will hold up far into the future. The sense of speed and momentum was fast and snappy, the levels were designed in such a way that didn’t go too far to hamper your speed. Instead, it provided you with a series of quick challenges, where the punishment for failure was usually only being forced to take a slower path.

Generations did an excellent job on iterating on the progress the series had made with Colors & Unleashed, combining it with Sonic’s gameplay routes to create the most complete feeling modern Sonic game to date.

Adding to what I said there, Generations really did the reimagined classics justice. Stages like Green Hill & Sky Sanctuary looked absolutely beautiful in Generations. They edited the colour palette slightly, but it was absolutely to the stages’ benefit. Every level felt so much more vibrant and polished than they did in their original games. The boss fights were great little trips down memory lane and the Metal Sonic, Shadow & Silver fights might be my favourite in the whole franchise.

Generations felt like a true celebration of everything Sonic. Much like Mania would feel for the classic games. Everything was as good as it could’ve been, and there was little disappointment. 3D Sonic games have never been so good.

And that’s it! Thank you very much for taking the time to read this. Please, let me know what you thought of these games, either in the comments below or on Twitter @10ryawoo. Finally, make sure you come back here on Wednesday for the next part in my 100 Favourite Games series!