My 100 Favourite Games of All Time (20-11)

Welcome back to my 100 favourite games of all time series! Top 20 time! This is where the games hit that upper rung of being genuinely incredible, I hope you enjoy entries 20 through 11!

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.

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.

Let’s not waste any more time!

20 – Super Mario Odyssey

Release Date: 27th October 2017
Developer: Nintendo Entertainment Planning & Development
Publisher: Nintendo
Platforms: Nintendo Switch
Metacritic Average: 97%

It’s a game about throwing your hat and possessing creatures to complete platforming challenges.

As you’ve probably guessed by this point on the list, I didn’t grow up playing the Mario games. I had one on the Gameboy, but I didn’t really get much out of it at the time, much preferring Wario Land instead. So when people would talk about games like Mario 64 being the greatest of all time, I never quite got it. I could understand the appeal, but I didn’t see what put in the upper-echelon of gaming. Then, Super Mario Odyssey was released, and I decided this was finally the time I’d sit down with a Mario game and see what makes them so great.

Literally everything. That’s what makes them so great.

Nintendo’s design philosophy is one that I wish we would see more of the gaming industry today. Every time Nintendo start to make a new game for one of there core franchises, they sit down and work out amongst themselves what they can do that’s new and interesting. They don’t see the point in making another game that’s like Mario 64, because they’ve already done it…what would be the point in doing it again? I love that way of thinking because that’s almost exactly what I strive for in my creative endeavours. Naturally, it doesn’t always work, there are always going to be some stumbling blocks (looking at you, WiiU), but it also means that we get absolutely incredible unique titles like this one.

If you want a more in-depth look into Cappy’s mechanics in SMO, then I highly recommend checking out Mark Brown’s video on the subject, but I’ll just say that it made platforming in that game completely different some any other 3D platformer I’ve ever played, in the best possible way. I usually prefer my platformers to be 2D, because I’m not very good at 3D platforming. However, every mechanic in SMO is designed in such a way that it makes the platforming easier, while still being fun and interesting.

Combine that with some of the most creative mechanic, world and creature design I’ve ever seen, and you’ve got yourself an adventure that never stops being fun and is always ready to throw something new your way to keep you hooked. It’s got so much death and quite literally several hundred different challenges for you to try your hand at. As far as I’m concerned, this is the game that exemplifies what makes Nintendo the world’s best game developer.

19 – Assassin’s Creed IV: Black Flag

Release Date: 29th October 2019
Developer: Ubisoft Montreal, Ubisoft Milan, Ubisoft Kiev
Publisher: Ubisoft
Platforms: Playstation 4, Playstation 3, Xbox One, Xbox 360, Nintendo Switch, Nintendo WiiU, Windows
Metacritic Average: 88%

It’s a game about pirates.

(From my Every Main Series Assassin’s Creed Game Ranked article)

Remember that one time, when Ubisoft just thought “fuck it” and made a pirate game for no reason? Good times.

Counting Black Flag in a list of best Assassin’s Creed games almost feels like cheating, because let’s face it, it’s an Assassin’s Creed game in name alone; that doesn’t mean it isn’t brilliant though.

I don’t think I’m alone when I say that my favourite part of Assassin’s Creed III was the sea battles. The team at Ubisoft clearly thought the same because the next game, Black Flag, was entirely about the sea battles. They stumbled upon an entertaining style of gameplay, and to their credit, they leaned all the way into it, to make an absolutely fantastic game.

Every battle you got into with the boats felt like an all-out war. The scale of it all combined, with the vibrant colours of the Caribbean, and the extremely well-designed soundscape made every single encounter feel like a chaotic and epic fight. Pile on top of that, extreme weather conditions, a wide variety of weapons at your disposal, and the ability to board your opponent’s ships – which causes a massive battle in quite a confined space – and you’ve got yourself a formula that never ceases to be fun to play.

The world was also exceptionally well designed, with the towns being bright and colourful, but not so big as to feel too big and also having enough variety in the environment, so all of them felt distinct. The random islands and plantations were also great additions, with things continually sidetracking you (in a good way) when you’re poncing about on the open seas.

Black Flag, has a relatively big open world, but by no means too big, and the game is very carefully designed for touring you through it at a very steady pace. As such, you never feel overwhelmed at the amount of stuff there is available to you. Speaking of stuff, unlike most of the other open worlds in this franchise, Black Flag’s world is very densely packed with a great variety of stuff to do. Be that hunting down collectables, hunting animals for crafting, playing board games, throwing harpoons at sharks or firing on every British ship you see. There’s never a dull moment when traversing the world; and even if you do get bored, you can make your crew sing sea shanties to keep you entertained.

Once again, the story was perfectly fine. It doesn’t stand out to me as any kind of exceptional storytelling, but it also never did anything to piss me off or turn me against the characters which, in a game like the Assassin’s Creed series, is all I really want.

In a way, I’m quite glad this ended up being a one-off for the franchise because I honestly don’t see many ways in which this formula could’ve been improved, as the boat-based mechanics in subsequent games in the franchise have proven. Black Flag was a rare instance of a game I can honestly describe as unique in its gameplay, and at the end of the day, it’s just an absolute blast to play.

18 – Celeste

Release Date: 25th January 2018
Developer: Matt Makes Games
Publisher: Matt Makes Games
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows, Mac, Linux
Metacritic Average: 94%

It’s a game about climbing a mountain while dealing with anxiety.

(From my Favourite Old Games I Played for the First Time in 2019 article)

Celeste is an absolute master of controlling the difficulty. It’s undeniably a hard game, and that’s part of what initially put me off. However, it’s when you push through that difficulty and carry on in spite of everything that the game is throwing at you that you come to see Celeste for what it is: The most perfectly paced game in history.

Every room in Celeste is designed so that you can almost see the extensive amount of play-testing and tweaking that went into every jump. Every challenge feels so carefully crafted to give you the exact right amount of hope and despair as you throw yourself into it over and over again and their own, every single room is a masterclass in level design. However, the real magic of Celeste comes from stepping back and looking at how the game is threaded together.

Every single room prepares you with the skills you need for the next, it’ll teach you a technique or idea, and you’ll spend multiple attempts getting through it. Then, when you come to the room immediately after, the game asks you to take what you just learned and re-learn it slightly differently to solve a new challenge. This persists chapter to chapter as well, with each chapter giving you a new mechanic to play about with and understand as you go.

The way each level is designed forces you into the mentality of pushing forward despite hardship, which is so incredibly clever when you consider the themes and ideas behind the game’s narrative. The way this tale is told of living with and overcoming, anxiety is so beautifully and thoughtfully done, because it’s so low-key and yet feels entirely heartfelt, while insightfully addressing a severe mental health condition.

When you combine the overarching themes with the incredibly colourful and engrossing visual style and the absolutely mindblowing soundtrack, the game can take control of your mental state and align it with exactly how Madaline feels in the story using its level design as the primary tool.

Not only is Celeste one of the most mechanically sounds and fun games I’ve ever played, but it goes above and beyond to say something meaningful using those mechanics, something which has stuck with me ever since I finished it.

17 – Descenders

Release Date: 7th May 2019
Developer: RageSquid
Publisher: No More Robots
Platforms: Xbox One, Windows, Mac, Linux
Metacritic Average: 78%

It’s a game about riding a bike downhill very fast before wrapping yourself around a tree.

(From my Game of the Year 2019 article)

First available on Steam Early Access in February 2018 and I picked it up a couple of months later, and since then it’s become my 2nd most played game on Steam at 604 hours, beaten out by only Skyrim and the weird thing is, I’m not even entirely sure why I play it so much. I certainly wouldn’t describe it as an addictive game, but what I think is it’s a straightforward game to play.

By “easy to play” I don’t mean the difficulty of the game itself, I mean it’s a game that I’m never “not in the mood” to play. In the way that I play it (very casually), I don’t really have to put much thought into it, so it’s become what I play when I don’t want to play anything. I’m someone who finds it very hard to just sit and watch something for example, so what I will often do is put on something I want to watch on my 2nd screen and then play Descenders, almost in the background, while I watch it.

That’s not all Descenders is good for, because it hits that sweet spot that PopCap games were always brilliant for, where you can play it casually and do reasonably well, but also you can spend time honing your skills and mastering the game to pull off some incredible feats of skill that I could never even dream of. The procedurally generated nature of the levels means I’m never just “going through the motions” when I play. I can’t just rely on muscle memory to get me through each level I have to learn to adapt to the terrain that’s currently in front of me, so I don’t wrap my body around several trees at several hundred kilometres per hour.

It’s a game that has complete mastery over its movement, the bikes feel light and nippy while manoeuvring it in the air and on the ground feels forceful and satisfying. The way you glide down the hillsides, doing jumps and flips and spins the whole gives this incredible feeling of flow that gives you such a rush as your performance in the environments becomes more fluid and streamlined.

Descenders is a game that came together in a way I honestly never would’ve expected to make it a game that I’m going to be playing on-and-off for a very long time.

16 – Terraria

Release Date: 16th May 2011
Developer: Re-Logic
Publisher: 505 Games
Platforms: Playstation 4, Playstation 3, Playstation Vita, Xbox One, Xbox 360, Nintendo Switch, Nintendo WiiU, Nintendo 3DS, Windows, Mac, Linux, iOS, Android
Metacritic Average: 85%

It’s a game about adventuring and building.

It’s hard to accurately define precisely what Terraria is in a single sentence. It’s a bit sandbox, it’s a bit builder, it’s a bit RPG, and it’s a bit adventure. On the surface, if someone were to describe a game to me like that, I’d expect it to be a bit of a mess, but somehow Terraria manages to mash all of its ideas together really cleanly. I originally wasn’t all that interested in it. I think it had to contend a lot with the perception from many critics that it was just ‘Minecraft but 2D’. However, over the years, through several major content updates, Terraria has proved itself to be something entirely different from that and something rather unique when you look at any of the genres it fits into.

Unlike most sandbox games, Terraria has a distinct sense of progression as you play in your world and you won’t even realise it at first. I had the wonderful privilege of going into the game almost completely blind, so the feeling of accomplishment throughout every milestone was so great. Every time I thought that I’d reached the limit of what the game had to offer, I’d find out that I’d barely scratched the surface. Oh, you defeated the Eye of Cthulu? Congratulations on completing step one of 300. Ah, so now you’ve gone to hell and defeated the Wall of Flesh? That’s nice, but you’re not even halfway, mate, come back when you’ve killed the horrific being that is literally the God of the Moon.

I was always exploring and discovering new things, and all of it was paced in such a way that there were never any dull points that had me just grinding away at resources in the hope that I’d uncover something new. While I never quite got into the building mechanics like I did with Minecraft, I still can’t deny the complexity and variety that is on offer for those that want to go down that route; I’ve seen some gorgeous creations in the community.

15 – Thomas Was Alone

Release Date: 30th June 2012
Developer: Mike Bithell
Publisher: Mike Bithell
Platforms: Playstation 4, Playstation 3, Playstation Vita, Xbox One, Nintendo WiiU, Windows, Mac, Linux, iOS, Android
Metacritic Average: 88%

It’s a game about friendship and jumping…and also a little bit about the nature of self-aware AI.

Told you I’d be talking about Mike Bithell again.

Although the story told in this game isn’t as complex as in either of the “Circular” games, there’s a whole bunch of other factors that put Thomas Was Alone above its descendants. Namely how every single mechanic is designed to feed right back into the nature of the story.

First up is the fact that this game isn’t just a load of text boxes that you click your way through, there are real game-mechanics here, and they’re executed suberbly. None of the game’s puzzles are particularly difficult, but I don’t think they’re supposed to be. Instead, they’re a tool for seeing these characters relying on each other’s abilities to feel their bonds growing as they help each other to reach the end of each level. Even the designs of the characters are so perfect, they’re literally just coloured rectangles, and yet it’s able to perfectly capture the personality of all of them.

Personalities that are fleshed out through some genuinely fantastic narration that happens throughout every level. Read by the wonderful Danny Wallace, the whole story has this warm feeling to it, like you’re being told a sweet bedtime story. Even when the story is touching on some more tragic or serious elements, it’s told in such a way that you never have any reason to question your protagonists and their bonds change and grow.

Thomas Was Alone is what I would argue to be the second-greatest story ever told in a video game (more on the best in the finale). It has total control over the tone of the plot, the characters and the player’s emotions at every moment, and I always take joy in revisiting it.

14 – Assassin’s Creed Brotherhood

Release Date: 16th November 2010
Developer: Ubisoft Montreal
Publisher: Ubisoft
Platforms: Playstation 4, Playstation 3, Xbox One, Xbox 360, Windows, Mac
Metacritic Average: 90%

It’s a game about stealthy stabbing.

(From my Every Main Series Assassin’s Creed Game Ranked article)

It’s got a little bit of everything without having too much of anything.

I’ve talked a lot throughout this article about the “formula” of Assassin’s Creed, which is the general: Viewpoints, 5 different types of collectables and about 100 of each one, way too many weapons and vague stealth mechanics, (this would later become almost every Ubisoft game as well, but that’s a discussion for another day). I generally view this formula as a bad thing, but that doesn’t mean it can’t be fun. While too much can be a bore, the right amount of small tasks dotted all over the open world can make for an extremely compelling game for a habitual completionist like me, and Brotherhood is the closest thing I’ve found to a perfect version of that formula.

The open world is big enough to have plenty of variety to it, but not so expansive that it feels bloated and pointless. Traversal of the world feels fun and fluid, with parkour mechanics that Assassin’s Creed have always been good at, but it mainly feels like the world was handcrafted to make running around Rome’s rooftops extra fun. Even when you wandered out into the outskirts of the city, the vast plains felt like a breath of fresh air and galloping about the place on horseback was just as fun.

There was a considerable mission variety, not just in the main story, but with side missions too. Each of the three guilds had different styles of missions, which were solid enough to flesh out the relevant characters while staying pretty brief and not overstay their welcome. Leonardo’s missions are also great fun, playing with all the weird toys, including a tank, so I don’t have anything bad to say about that. However, best were the Lairs of Romulus which were a series of levels almost entirely based around fun parkouring challenges, with impressive scenery and a great variety in the mini-stories surrounding them, they’re my favourite set of side quests in the whole franchise.

The visual design is excellent, with every section of the colour palette being used in one place or another in the game. Ezio’s red and white outfit from Brotherhood is far and away from my favourite protagonist outfit, and every other character had colours and styles that seemed to perfectly match their personality. Speaking of characters and story, it’s still nothing overly special, but it’s definitely the best the franchise has done. Cesare is the best villain from this series as far as I’m concerned, and Ezio is also the best protagonist because he’s the only one I don’t hate at least a little bit.

Brotherhood is simply where all of the features and styles that make the Assassin’s Creed formula what it is come together in just the right way. I firmly believe that if you took all that was good about Assassin’s Creed and refine it to a point, you’d end up with something that looked pretty similar to Brotherhood. It’s the game that I will always go to when I need reminding of why I actually love this franchise deep down.

13 – Moonlighter

Release Date: 29th May 2018
Developer: Digital Sun
Publisher: 11 bit Studios
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows, MacLinux
Metacritic Average: 84%

It’s a game about murdering monsters by night and then selling their loot by day.

Have you ever wondered how, in RPGs and the like, the shopkeepers around the world are able to get ahold of incredibly rare and powerful loot that you, the adventurer, often struggle to find? Well, as it turns out, they’re just as bad-ass at cave-diving as you are, and Moonlighter proves it.

As I’ve said previously in this series, for me to take an interest in a roguelike/roguelite, it has to do something special, and I’d argue none are more special than Moonlighter. On the one side, there are the dungeon-crawling elements of the game, which are excellently done. The combat feels weighty while remaining very fluid and every dungeon has its own host of unique and interesting looking enemies that make me want to press on just to see what new things are around the next corner. Although, what I’m really interested in is the stuff they leave behind when I slice them up because that is the stuff I can use for the other side of the game, the shopkeeping.

This is where I went from enjoying Moonlighter, to loving it. When you’re running your shop, it isn’t as simple as setting out your goods and waiting for people to come and throw money at you. Instead, you have to use your knowledge of various other items in the game to assign an appropriate value to each item. You then must watch for your customer’s reactions to your prices, to determine if they’re too low/high and adjust accordingly. Each day in the shop doesn’t last all that long, so it doesn’t drag on, but you’ll be constantly occupied as you split your attention between making sure your shelves are always stocked and watching your customer’s faces to find the perfect prices for your goods.

On top of this, Moonlighter avoids the trap that puts me off so many other roguelikes, which is that it doesn’t overwhelm you with an infinite amount of content. There are four dungeons (each unlocked by beating the previous one), and each dungeon had three floors before a boss fight. On top of that, your end goal is staring you in the face the whole time, the final dungeon holding some ancient secret, which will only be unlocked after beating the four other dungeons. Moonlighter sets you up right away so that you know why you’re doing everything which keeps me motivated to push forwards, instead of getting bored of the ‘infinite’ nature of things, something I wish more games in the genre would strive for.

12 – Pokemon Sword & Shield

Release Date: 15th November 2019
Developer: Game Freak
Publisher: Nintendo
Platforms: Nintendo Switch
Metacritic Average: 80%

It’s a game about becoming the world champion of rural England.

(From my Game of the Year 2019 article)

Firstly, when it comes to the towns and routes in the game, I thought they were absolutely beautiful and captured a lot of different feelings from phases in British culture. There’s Motostoke, the industrial, victorian town; Wyndon the modern-day metropolis that we all know and (kind of) love today and then there were towns like Ballonlea that felt like something out of an old fairy tale. The visuals in this game were bright, colourful, and an absolute joy to behold.

As for the Pokemon, while I certainly wouldn’t rank it among the best new roster we’ve received for a generation, It’s most certainly nowhere near the worst. I’ve already talked about the Pokemon I loved the most, but there were a whole host of other new Pokemon added in this game that I really love the look and feel of.

While the story itself was nothing special by Pokemon standards, it was paced quite nicely, and I thought the climax was quite a cool sequence, not Ultra Necrozma levels of cool, but cool nonetheless. I enjoyed my interactions with any character not named Hop or Leon. I also thought the difficulty was rather nicely done, I didn’t exactly struggle at any point, but there were several points in the big battles that I felt were a bit touch-and-go, and I was forced to think about what I was doing a bit harder than I usually have to in Pokemon games.

I’m undoubtedly biased towards Pokemon as a franchise, but that doesn’t change the fact that I had loads of fun with this addition to the series. It was a Pokemon game that ticked all the boxes in terms what I need to have fun from a Pokemon game and in terms of visual spectacle, I think it’s the best we’ve seen so far. If the lack of a national dex was the only thing keeping you away then implore you to reconsider because this is still just as brilliant of an experience as Pokemon always has been.

Pokemon Sword & Shield have certainly become more controversial entries into the franchise than most, especially amongst the online fanbase, however, I think it’s a perfect encapsulation of everything I love from the modern era of Pokemon games. While Sun & Mon was a lot more visually interesting, I think the pace of the gameplay and the sheer force of personality and character on display in Sword & Shield is exactly what I adore from the franchise in the modern-day.

11 – Black and White 2

Release Date: 4th October 2005
Developer: Lionhead Studios, Robosoft Technologies
Publisher: EA, Feral Interactive
Platforms: Windows, Mac
Metacritic Average: 75%

It’s a game where you play as God and throw bunnies around with your giant God-hand.

All aboard the nostalgia train! Black & White 2 is the first game that I remember truly loving. I’m sure my parents will attest to the fact that when I was younger, I would play it non-stop. There was a short period where we didn’t have it installed on our family computer because it was playing up and I wouldn’t stop bugging my parents about getting it back on there so I could play it again. Even to this day, I make sure that I play through it at least once a year, and I have so much fun doing so.

I don’t usually like city-building games very much, and I’m not the biggest fan of real-time strategy, yet this game is a mix of those two things. If I had to guess, I think it’s the free-form nature of the game. There are minimal restrictions as to how you build up your cities or what tactics you want to use to conquer your enemies. There’s something about the freedom of playing as the literal hand of God and planning out these grand cities full of a variety of buildings that all have a unique charm to them that I just can’t get enough of. Also squishing tiny men with rocks and feeding their corpses to my giant pet cow is pretty fun.

That’s the thing with this game, it’s got so much charm and character that fills me with warm feelings of happiness. The way your people react to every action you make, or the personality that’s poured into every animation of your creature. Pour on top of that the overwhelming waves of nostalgia I get from playing it, and we’ve got a game that I’ll never get tired of, no matter how many times I play it.

And there you have it! Thank you very much for taking the time to read this post, just ten games left to go! Please, let me know what you think of these games, either in the comments below or on Twitter @10ryawoo. Finally, make sure to come back here this weekend, where I’ll be covering WWE Summerslam!

The Simpsons’ 10 Best Secondary Characters

Alright, it’s time to talk about The Simpsons. I’ve had a few Simpsons lists planned for a while now, and I was wondering which one of them would be the best place to start talking about this 30+ year running show that influenced the comedic tastes of myself and so many others throughout its lifetime. In the end, I decided that we should talk about the vessels through which all these jokes can be told – the characters.

However, just ranking the “top 10 characters” would be a bit pointless, as the top half of the list would be full of, the Simpsons family members, the show is named after them, after all. So I decided we’d explore the wide and wonderful world of Springfield via the secondary characters. The characters who aren’t in any way ‘protagonists’ in the show, but play a vital role in the comedy & action nonetheless.

What counts as a secondary character? That’s very simple. The only two conditions are: 1) They can’t be directly related to The Simpsons family 2) They must have appeared in more than one episode. That second point is just to weed out some of the weird one-off characters. As much as I love Hank Scorpio, for example, it doesn’t feel right putting him on this list over characters that have appeared in well over half of the almost 700 episodes this show has produced.

10 – Moe Szyslak

To put it simply, Homer is an alcoholic, so who is he going to be seeing a lot of? The bartender.

In the early series, Moe was quite hard to get a read on. He seemed vaguely friendly to Homer when he was in the bar, but there was always the hint that he was a more cynical character. Moe’s Tavern has always been shown to be a very run-down and horrible bar, and naturally, we as an audience will transfer those uncomfortable feelings onto the owner. Once the writers had a grasp on this idea, they really, really ran with it.

Although we would very rarely see Moe outside of his bar in the early seasons, we still got to see quite a lot of him. As I said, Homer spends a lot of time at the bar. The thing is, even though we went there in a lot of episodes, it was almost always just for a single scene, meaning that the writers never really ran out of material for the place. When every scene is only a couple of minutes long, it’s very easy to throw in a quick joke or two about how run-down the place is and move along without it having to affect anything.

This included ramping up Moe as a much more shady & criminal character. You’d never see him being on the run from the law or anything. In fact, I don’t think he’s ever had any trouble with the law, outside of the occasional health inspection. Yet, we still see him panicking whenever someone even mentions the police, often followed by him telling some random goons to “shut it down” before releasing exotic animals into Springfield.

Later seasons decided to zero in on how discontented Moe is with his own life and draw a lot of dark humour for that. Sure, this did lead to a lot of lazy ‘isn’t suicide funny?’ jokes, but it also gave us stuff like his desperate attempts to change his ways in Bart Sells His Soul, only for it to come crumbling down under the pressure. It’s quite a depressing story, sure, but it’s told in a funny way. Let’s face it, children are assholes, and it’s funny and cathartic to see a character like Moe blowing up at one when they continuously push his buttons.

Modern seasons tried to add more to his character, specifically his relationships with the Simpsons family, but that’s no the kind of thing that makes him such a great character. Moe is a downtrodden & largely grounded character in a world where over-the-top hijinks are the order of the day. His style of humour is one that can be put in stark contrast to most other characters in the show, which only increases the impact it has on us as viewers.

9 – Fat Tony

Fat Tony is a character that’s funnier, the more vague his antics are. It’s why I loved how the early seasons never gave him any kind of spotlight episode. Even when Bart joins the mob, Fat Tony is more there as window dressing for a few jokes than anything else. He works best as a comedic plot device, rather than a person.

This is in huge part to his voice actor (aside from a couple random moments), Joe Mantegna. I don’t know a great deal about the guy other than he had a role in The Godfather 3, but his voice is so ideally suited for your stereotypical American crime boss. The American-Italian accent, the calm demeanour and the small hint of gruffness give you the perfect idea of exactly what this character is all about before you even see him.

When it comes to the comedy scene at large, racial stereotypes aren’t funny. They’re lazy at best and harmful at worst, so what The Simpsons do (or at least, classic Simpsons did) is establish a character based on those stereotypes, then proceed to subvert, criticise and generally rip the piss out of those stereotypes at every available opportunity. A character like Apu only became an offensive racial stereotype in the past few years because the writing lacked the finesse it used to. In classic Simpsons, his jokes served the purpose of intelligent & satirical social commentary, now they’re just vaguely racist jokes that appeal to the lowest common denominator. I’m not going to say any more on that, as lord knows there’s been enough debate surrounding the topic.

So how does all that apply to Fat Tony? Well, it’s simple. He’s an intimidating mob boss based on the ideas of Mafia organisations…and his attitude towards crime is so incredibly laid back. Unlike most of The Simpsons’ secondary cast, he’s actually reasonably competent at his job, it’s just the crimes he’s committing are so niche and weird. The best example is the thing with rat milk. Yes, it is disgusting, and he should be hauled away for it, but it’s such a weird crime that you can’t help but laugh. He went to all the trouble of setting up this vast room that’s continually milking rats to sell it to local schools as regular milk. I mean, how much money can he really be making from that? Milk isn’t expensive, so you’ve got to imagine he spent more money setting the whole rig up than he ever made from it.

Naturally, his best lines come from interacting with characters like Chief Wiggum. I love how brazen he is about denying his crimes. When Wiggum accuses him of stealing a truck full of cigarettes, he simply replies “What’s a truck?”. He goes so far over the top with ‘playing dumb’, and I just can’t get enough of his antics. It’s even better when the show started to chip away at his tough facade. I can never forget moments like when he’s asked where would be the best place to shoot a man, and he simply replies “follow your heart”.

Fat Tony has such a satirical edge to everything he does that it’s so easy for the writers to come up with funny one-liners for him. Combine that with the excellent voice acting that makes the part what it is, and you’ve got yourself a character that will stick long in the mind of the audience.

8 – Nelson Muntz

The children characters on The Simpsons have always walked a fine line. Their stories have to remain relatively childish and low-stakes, otherwise they seem out of place, and yet, the writers still manage to incorporate more mature elements into them. As much we’re used to it by now, the idea of 8-to-10-year-old kids being as articulate and knowledgable as the ones are Springfield is quite odd, and this goes double for Nelson. While his first handful of appearances stayed centred around the schoolyard bully aspect of his character, he very quickly matured. This went to the point where now, I’d argue he’s more of an adult who acts a bit childish sometimes, as opposed to the other way around.

When it comes to the comedy of the show though, this is perfect. There was plenty of satire to be had when it came to bullying-culture in schools. Not just in terms of someone like Bart getting beaten-up by Nelson, but also in the non-committal ways the adults around the school responded to it. However, it didn’t exactly have enough material to do more than a few plots centred around it. So, what do you do with the ‘bully’ character? Make him an ironic tough-guy who stands up for morals, instead of just beating people up.

By the time Nelson reached his prime as a character, he had done very little in the way of real bullying. He’d still beat people up and threaten them, but instead, it would be for things like “wasting teacher’s valuable time” or “selling out your beliefs”. The writers were careful to chip away at his tough-guy facade in a consistently funny way. He’d sit around in playground talking about the best way to deal with huckleberries that are too tart, only to pretend to be talking about beating a guy up when Principal Skinner is in ear-shot. Even something like being overly excited about going to an Andy Williams is so funny for a character like Nelson that it’s almost impossible to pinpoint why.

He could’ve ended up going the same route as Jimbo, Kerny & Dolph, who are just characters that appear whenever the writers need to make a quick joke about bullying in schools. However, Nelson evolved beyond his original niche to become a genuinely classic Simpsons’ character.

7 – Chief Wiggum

I think it’s more impressive how heartbreakingly relevant much of the police-based satire would become relevant this year…

To put it plainly, Chief Wiggum was the character the writers went to whenever they needed to make police jokes. Thankfully, there are A LOT of police jokes that you can do. Not just around how they’re perceived in American society, but also things like crime dramas. The best jokes around Chief Wiggum are always the quick ones. There’s very little to be gained from him lingering around in the scene, he’s always much funniest when he comes in for a couple one-liners, bounces off the other characters a little bit and then goes away again.

What’s funniest about him is just the brute force of his incompetence. There are so many quotable Wiggum jokes, more so than almost any other character. Lines like “it’s a ghost car!” or “Thank goodness it landed in this smoking crater!” are lines that I wish I had more reasons to quote on a daily basis because honestly, I think about them a lot. Weirdly, I think he’s helped out a lot by having Ralph as a son, it makes him incredibly endearing as a character. It allows us to see a side of him outside of the incompetent police chief. He’s still reasonably incompetent with Ralph, don’t get me wrong, but he’s always portrayed as such a loving father, and honestly, I think his interacts with Ralph are his best; even more so than with someone like Lou.

He’s a character that never needs anything complex to be funny, which makes him a straightforward character to watch. Whenever he shows up, you know that you’re in for some fast and fun laughs.

6 – Principal Skinner

And now, we have the ‘straight man’ of Springfield…sort of.

In a world with such outlandish characters, one character was always going to have to stand as the antithesis to that. The man who’s so down-to-Earth and up-tight it’s laughable. In some ways, that role is filled by Lisa, but in a more meaningful way, it’s filled by Skinner. The subversion of expectations is one of the most straightforward concepts in comedy, but Skinner was always able to use it to significant effect. His atmosphere of being strict and repressed means that he’s always a great character to deliver an absurd punchline, especially when he delivers it as flatly as humanly possible.

Skinner is at his best when he has someone else to bounce off of, which makes a school the perfect place for him to be. That is a setting that gives him just about every kind of character to interact with in some way. Bart, Lisa, Chalmers, Edna, Willie, all the other school kids and even Homer & Marge from time to time, his dynamic with each of these characters is very different, and yet the writers know how to get the greatest potential out of all of them. There’s a deep irony to his character that’s almost tragic. When he’s interacting with the kids, he’s overbearing, harsh & manipulative, and yet, he comes into contact with his mother or Chalmers, and suddenly he becomes a total toadie, with no control over the situation.

Skinner never got stuck in a rut as a character, the huge variety of roles he could play when in contact with other characters meant that he always had a smorgasbord of jokes in his arsenal.

5 – Milhouse Van Houten

The case of Milhouse is an interesting one. As much as his primary purpose in the show is to be Bart’s best friend, I actually think he’s funnier without Bart hanging over him.

The dynamic surrounding him is weird. He’s a total loser, who seems to always get crapped on by the worlds, and yet, most of his best jokes are when he’s the one being proactive in a situation, or taking centre stage for himself. His funniest interactions with Bart are definitely the ones where he’s biting back against Bart’s bullying. It’s episodes like Bart Sells His Soul, where he’s the dominant one that brings out the best in his character.

He’s excellent at taking a more mature & intelligent joke and telling it in a very childish way. Something like how he breaks down Bart’s story about his goldfish, pushing the point of “why did I have the bowl?” is so funny because it’s a very serious thing, told in a very childish way. Even his musings on reverse vampires conspiring with their parents are weirdly intelligent for him. On top of that, so many of his lines are pure iconic. I use “Everything’s coming up Milhouse” more often than I should, and even the less well-known ones give me many chuckles on rewatches.

I’m not sure the writers ever had the intention for Milhouse to become such a tour de force of a personality on his own, but once they realised what they had on their hands, they ran with it as far as they could. He became a character that broke free of the role he was initially intended to play and became a much better character for it.

4 – Ned Flanders

Who’s Homers greatest character foil? Why, it’s the most delightful human on Earth, of course!

Ned is a bit like the opposite of Milhouse’s progression in a way. Where Milhouse expanded to fill a much more significant role than was ever intended for him, Flanders has stayed more or less in his lane. Admittedly, it was a huge lane, but the thing is, it’s rare that you see Ned without Homer being involved in the story in some way. The only time Ned really shakes him is when it’s an episode about his faith, and even then, Homer usually finds a way to worm himself in there.

This honestly surprised me when I was looking back on Flanders’ best moments for this list because he feels like this colossal character that’s involved in everything, but the truth is, he’s tied as heavily to Homer as you can possibly imagine. I guess that’s mostly down to the fact that Homer is inarguably the main focus of the show, so we get plenty of Flanders to get jokes out of him.

Flanders’ jokes tend to come in two flavours: Fanatically religious, or a reaction to a situation most people would consider out of the norm. On the fantastically religious front, the jokes are pretty standard, if you’ve ever heard any religious comedy before, then you know what you’re getting. That’s not to say it isn’t funny, but it’s not exactly groundbreaking stuff. The reactionary jokes though are what makes Flanders as great of a character as he is. There’s something inherently funny about him responding with a cheery “okily-dokily” after having someone tell him very rudely to leave, or how he doesn’t feel right putting ‘cash-register ink’ down as a business expense because he likes the smell.

He’s the kind of person that’s so overly nice that we can all have a good laugh at his expense, without ever having any ill-will for the guy. Even when an episode tries to play with his darker side, Flanders is a character that it’s just impossible to hate.

3 – Lionel Hutz/Troy McClure

So these are technically two separate characters, but if we’re being real here, what makes them great is exactly the same thing: Phil Hartman.

Arguably one of the best comedy voice actors ever, Hartman was able to inject a surreal over-the-top aura to his characters that made just about every line they ever came out with hilarious. What’s great is that they’re characters used very sparingly too. It would be easy for their schtick to get tiring if it was in every episode, but it’s not, it’s like a rare treat when one of these characters appears on screen.

Troy McClure is probably the more iconic of the two, purely because his lines are so memorable. “Hi, I’m Troy McClure, you may remember me from…” is perhaps the single most quotable line The Simpsons has ever come out with. On top of that, the punchline is always funny, even with how frequently it’s used. Troy’s character is the perfect satirisation of the more seedy side of the entertainment industry. Where a character like Krusty is used to show the personal drama behind the performance, Troy is used to rip the piss out of the land of cheesy American TV. As a Brit, I can honestly say that the comic ridiculousness of some of the advertisement segments Troy appears in are genuinely how I view all US adverts. Meanwhile, the shady educational videos are a hilarious take-down of the ‘talking down to you’ tone those videos always use, despite often talking total bollocks.

My personal preference of these two goes to Lionel Hutz however. I don’t know how much experience the writing team had in regards to the legal system but feels like they had a lot because they LOVED doing court-scenes that were a laugh-a-second. He’s just the right amount of stupid to be funny, without getting frustrating, plus, the show makes it very clear that he is a ‘budget’ lawyer that may not even have a licence, so it’s not like he’s supposed to be competent. I’d go on, but honestly, all I can think of to get my point across here is just list a bunch of great Lionel Hutz jokes, so I’ll move on.

The fact is, neither of these characters would be anywhere close to as great as they are without the man voicing them. Phil Hartman always brought so much to these roles, and it felt like he had so much fun performing them. I’m sad that his untimely death meant these characters were lost to Simpsons history, but I’m also glad the showrunners didn’t try to replace Hartman because it would never have worked. These characters were lightning in a bottle, and while they were around, they gave us some of the funniest Simpsons moments of all time.

2 – Sideshow Bob

Sideshow Bob is a character that’s only ever had a singular role over his time in the show, and yet he’s never boring. Seriously, I cannot think of a single time where I’ve not been happy to see Sideshow Bob show up in a Simpsons episode. He’s one of those characters that, even when the episode is bad, the role he takes as a character is still wildly entertaining.

His dignified aura allows the writers to take all kinds of angles with his comedy. Straight-up humiliating the guy is always a pretty great way to go; the rake gag will always be funny for this very reason. Where I think he’s at his best though is when he’s forced to respond to the stupid and whacky world of Springfield. How he carries himself means that watching him bounce off of over-the-top characters like Bart, Wiggum & Krusty is incredibly funny. It’s a very simple ‘straight man’ dynamic, but something about Bob’s characterisation makes it so much funnier than when other characters do it.

This is where I have to give all the props in the world to Bob’s voice actor, Kelsey Grammer. For one thing, he’s an actor who GETS comedy, even though he’s just in a booth speaking into a microphone, I always get the impression that he performs his lines to the max, which is perfect for an animated show like this. He makes Bob’s vicious side so very real-feeling with how he adds the hint of gruffness to the tone. Not to mention, he might have the best evil laugh I’ve ever heard. So many of the jokes in an episode like Cape Fear simply wouldn’t have worked with a more overtly villainous voice for Bob.

Bob is a character that makes for the best plot-based episodes of The Simpsons. When Bob is around trying to murder Bart, you don’t have to worry about giving any serious or heartfelt character moments, you can just let the insanity of Bob’s plan carry everything. It makes his episodes extremely easy to watch, you just have to sit back and let the jokes wash over you.

1 – Mr Burns

Burns is the best secondary Simpsons character because he’s the funniest. It really is that simple.

The way his character was put together means that he can slot into almost any narrative situation and have him steal the show. He’s Homer boss, sure, but he’s also an old-man dependant on others, he’s an unfathomably rich man, and to top it all off, he’s a complete and total bastard. He’s the closest thing The Simpsons has to a real antagonist, a role which he takes to perfectly. What’s great is that writers never tied him down to reality. This means he can take the role of an authentic villain when he blackmails Homer so he can keep his job. However, he can also become a cartoonish supervillain who steals puppies to turn them into shoes.

All of these situations give him ample opportunities to come out with plenty of the funniest lines in the show’s history. Whether he’s singing about how evil he is; showing his lack of physical prowess; or exemplifying a rich, old white guy’s naivete of how the real world works, Mr Burns is a character that never fails to bring the funny. What’s great is that the writers no this, and as such, Mr Burns is the most prominent secondary character in the show’s history. They captured lightning in a bottle with this character and have spent the past 30 years getting all the use out of it as they possibly can. I know pretty much all of Burns’ best moments are in the early seasons (like most characters), but I think he’s one of the few characters that has retained the magic he had back in the mid-90s.

The Simpsons is a show that lives and dies on the satiric potential of its characters, and Burns is a character based on a stereotype that has never (and probably will never) cease to be relevant. He’s an embodiment of what many perceive to be the core problems of modern western society, which means that you can channel just about every joke you can think of about society through Burns.

I’ve tried to express it in as intelligent away as I can. Still, the basic fact of the matter is, Mr Burns is a hilarious character and has remained funny throughout the entire history of The Simpsons.

So there you have it! Thank you very much for taking the time to read this article. Please, let me know what you think of The Simpsons’ secondary characters, either in the comments below or on Twitter @10ryawoo! Finally, make sure you come back here this time on Wednesday, where I’ll be releasing the penultimate instalment in my 100 Favourite Games series!

My 100 Favourite Games of All Time (30-21)

Welcome back to my 100 favourite games of all time series! Today, I’ll be covering entries 30 through 21.

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.

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.

Let’s not waste any more time!

30 – Final Fantasy XV

Release Date: 29th November 2016
Developer: Square Enix Business Division 2
Publisher: Square Enix
Platforms: Playstation 4, Xbox One, Windows, Google Stadia
Metacritic Average: 85%

It’s a game about the best anime boys on an anime boy road trip

(From my Favourite Old Games I Played for the First Time in 2019 article)

Let’s get the elephant in the room out of the way first. Final Fantasy XV is the first and to date, only, Final Fantasy game I’ve played. I don’t know and I don’t really care what the hardcore Final Fantasy base thought of this game, because I thought it was a masterpiece.

First of all, it looks beautiful, almost excessively so. It’s par for the course that in this generation of games, AAA games will look graphically impressive, but there’s something extra in the visual style of Final Fantasy XV that absolutely blows me away with how impressive it is. It’s not afraid to abandon the sense of realism to inject an extra dose of colour and styling into the world. The terrain is shaped in a visually pleasing way, the design of the various creatures in the world is amazingly diverse and foreign, while still maintaining a somewhat realistic feel, even the UI is so tightly designed that it’s able to convey all it needs to while still managing to fit with the aesthetic of the world around it.

The game as a whole seems to take a full-scale RPG like Skyrim or Witcher and shrink it down into a smaller, but more refined experience without losing much from the appeal of the formula. It’s a rare case of a game where I wanted to partake in some of the more repetitive side-quests like the hunts because I was fully invested in both the world and the progression of my characters. On top of that, the feel of the combat was top-notch, the various weapons had a very distinct feel to each of them and whether you wanted fast strikes or clubbing blows, you were guaranteed to get an extremely satisfying feel with every strike and every dodge. Then you add your party, which add a whole new layer to things. Not only does having a group of people around you partaking in the fight adds a lot to the feel of each encounter, but the strategic options each of them offer means I found myself constantly trying to think a few moves ahead to who I was going to use and when, as well as adding to this intense feeling of camaraderie between the guys.

This brings me to my other favourite thing about this game, which is the constant interactions that Noctis would have with his three “royal guards” (best friends) that come along on this “procession” (road trip) with him. The story as a whole was perfectly fine, there were great moments, there were not so great moments, but the interactions between the four main characters was constantly entertaining and engaging no matter the situation. They weren’t just people who happened to be following me on my journey, they were their own people and my friends who had their own things they wanted to do and the game makes sure to show you that. Ignis never ceases to entertain me with his attitude and him proclaiming he’s come up with a new recipe is music to my ears. Gladiolus will occasionally ask you to get up early and come jogging with him and isn’t afraid to call me out on my bullshit. Then there’s Prompto, who is an absolute angel and seeing all of the photos he takes during your activities at the end of each day was such something that I would genuinely look forward to because it added so much to that sense of friendship.

By the time I was done with Final Fantasy XV, I instantly wanted more, more of the combat, more of the characters, I felt like I’d come on such a journey with everyone that I wanted to keep it going for as long as possible, alongside the extremely fun combat system. I just wish other Final Fantasy games were like this one.

29 – Pokemon Super Mystery Dungeon

Release Date: 17th September 2015
Developer: Spike Chunsoft
Publisher: Nintendo, The Pokemon Company
Platforms: Nintendo 3DS
Metacritic Average: 69%

It’s a game about dungeon crawling with Pokemon.

This might end up being one of the more controversial entries into this list, as the Pokemon fanbase is one that tends to be very divided on…well everything really, but the Mystery Dungeon series is especially divisive.

However, I’m planting my flag in the ground regardless and saying that I love the Mystery Dungeon games and Super Mystery Dungeon does the formula to perfection. The turn-based style of dungeon crawling is something I’ve seen very few other game series attempt. Unless I’m being an idiot and blanking on some major game, Curse of the Necrodancer is the only other game I can think of that uses this style of gameplay.

The PMD series is one that takes the varied, fun and colourful world of Pokemon and turns it into something new in what for my money is the best spin-off franchise the series has ever developed (Pokemon Ranger is a distant second). As I’ll discuss a lot more throughout these last few instalments in this series, turn-based strategy is amongst my favourite genres so to create an endless amount of dungeons with a whole host of different visual styles and Pokemon within them provided me with countless hours of fun. Explorers of Sky was very close to getting this spot. However, in the end, I decided to give it to Super Mystery Dungeon purely because of the ridiculously large amount of stuff there was to do in the endgame, which kept me playing the game for a good few weeks past the credits.

What really impresses me with these games though is their stories. While it still remains firmly in the family-friendly category, it isn’t afraid to tell stories that have a real emotional weight to them; something the main series of Pokemon games have so far failed to do. I genuinely cried while watching the final cutscene, and that goes for almost every other game in the series too. It proves that Pokemon can be used to tell a genuinely compelling and emotional story, and I hope that one day we get something like this outside of this spin-off franchise.

28 – Sid Meier’s Civilization V

Release Date: 21st September 2010
Developer: Firaxis Games
Publisher: 2K Games
Platforms: Windows, Mac, Linux
Metacritic Average: 90%

It’s a game about creating and destroying the world throughout the entirety of world history.

So-called 4X games are a genre that I’m sure I’d absolutely adore if I ever had the mental energy to learn any of them. Games like Stellaris and Sins of a Solar Empire have taken the genre to complexities can I only dream of ever understanding. Proof of this is the one 4X game that I came across when I was young enough to still bother learning these kinds of things, that being Civilization V.

As I’ll discuss a little later on in the list, I’ve always preferred turn-based strategy to real-time. Something about running numerous processes through my head at once and formulating a strategy is the kind of drug that gets my brain totally hooked on a game. Civilization is perfect at this, as the game progresses you will have so many plates spinning all at once, every decision you make will affect several of them in ways that you don’t always see coming.

Whether playing against AI or with friends, I have so much fun formulating my masterplans for world domination and watching them crash and burn slowly and methodically as I frantically try to stop everything from falling apart. Then, once in a blue moon, my masterplan actually works, and it’s the single most satisfying feeling in gaming.

To tell a story, I was once playing a game with two of my friends, it was just the three of us on the map (no AI). I ended up spawning with my civilization sandwiched between the two of them. So I got to work. I spent the whole game playing both sides of the brewing war, a war that was only brewing because I was playing the two of them off against each other at every turn. Sure enough, the war came to pass, and I sat idly by while they whittled each other down bit by bit, helping both of them just enough so that they didn’t suspect I was double-crossing them. Then, when the time was right, and the war looked to be ending, I picked the bones of the winner before they had time to recover and handily won the game.

While that was an absolutely incredible gaming experience that I will never forget, I know from (vast) experience that it would have been equally as fun if my plan had gone awry and the two of them clamped down on me to take me out. Even when things don’t go my way, I still have so much fun playing a game of Civilization (even if I do occasionally get a bit salty) that I’m sure I’ll be coming back to it for years.

27 – Robot Roller Derby Disco Dodgeball

Release Date: 19th February 2015
Developer: Erik Asmussen
Platforms: Windows, MacLinux

It’s a game about…well…a robot roller derby disco dodgeball…I don’t really think there’s a more concise way to describe it.

Dipping once again into my bag of obscure games that I absolutely adore, we have a rough-around-the-edges multiplayer arena shooter that’s absolute chaos at every turn and a tremendous amount of fun. The concept is very simple, you’re either in teams or as a free for all, you get dropped into a pretty small arena, and you have to grab dodgeballs off of the ground and throw them at your opponents to get ‘hits’.

As you can probably imagine – given that I have time to write about 100 games – I didn’t enjoy PE(or ‘Gym’ for Americans) very much in school. However, the one game that I always enjoyed (and was surprisingly decent at) was dodgeball. You have to make perfect use of your space as you attempt to navigate the absolute chaos that is constantly going on around you, which I found that to be great fun. This game can capture that feeling almost exactly.

Then it piles on some bright visuals and some chaotic techno music – the likes of which I usually despise, but for this game, it works perfectly – and it gives you an experience that feels like someone’s distilled the concept of fun into a liquid and is pumping it directly into your veins.

26 – Beat Saber

Release Date: 21st May 2019
Developer: Beat Games
Publisher: Beat Games
Platforms: Playstation VR, HTC Vive, Oculus
Metacritic Average: 93%

It’s a game about slashing up blocks with lightsabers in-time with music.

(From my Game of the Year 2019 article)

The concept is so simple as it’s just like any other rhythm game, except you’ve got to move your arms to hit the blocks instead of just pressing buttons in time with some music.

This game as a mastery of its sound design, making sure that every slice of a block has an extremely satisfying sound to it, helping to create this cool factor as you slice left, right and centre, even when you know that to anyone watching outside of the headset, you just look to be flailing around wildly. Even the sounds and music on the menus create an intense sense of atmosphere as you stand in what seems to be the most neon warehouse to ever exist.

A lot of VR games that I enjoy are games that I think would still work fairly well without the VR component. While games like Job Simulator and Budget Cuts would need some tweaking, I don’t think the VR element is specifically what makes them as good as they are. Beat Saber is very much the opposite, I’ve never particularly cared for rhythm games, nor am I all that good at them, but when you take that concept and put it into VR suddenly it becomes one of the most all-out fun experiences I’ve ever had.

I don’t know what part of how my brain works causes this, but I am so much better at Beat Saber than I am any other rhythm game I’ve ever played. I’m miles away from being among the best of course, but I can play on the higher speeds and difficulties and not struggle massively as I play and I think the sense of pure fun the game as injected into it is a big part of that.

On top of all of that, it works as an exercise game, but it doesn’t frame it as one. I’ve never got along with games like Ring Fit Adventure or Wii Fit because they make sure to let you know you’re doing exercise the whole way through, but in Beat Saber you just start flailing your arms and suddenly you’re drenched in sweat and have lost about 20 pounds without even realizing it.

Beat Saber is a game that realized the massive potential that an existing genre of games could have in VR and made sure to tailor the experience perfectly so that it couldn’t possibly work without it and that is fundamentally what I believe makes a good VR game.

25 – Hexcells Infinite

Release Date: 1st September 2014
Developer: Matthew Brown Games
Platforms: Windows, Mac, Linux, iOS

It’s a game that’s a weird mix of Minesweeper and Picross.

Did somebody say more obscure indie games? Because we’re not done yet, it’s time to talk about the really simple, yet weirdly addictive puzzle game that I’ve inexplicably put 200 hours into.

As I explained in the opening line, Hexcells borrows from Minesweeper for its core mechanics. There are hexes all over that are covered up, and it’s your job to determine which ones are blue underneath and which ones aren’t. You do this by looking at the numbers in uncovered hexes, which indicate the number of adjacent blue hexes. It also borrows some mechanics from Picross, as some rows & columns will have numbers indicating how many blues there are in that row/column.

It doesn’t just use these mechanics though as it has some fresh ideas of its own to help you solve puzzles (and also make them more complicated in the process). For one thing, there are ‘{x}’ and ‘-x-‘ indicators (‘x’ representing a number) that tells you if the blues in question are adjacent to each other or not. Some blue hexes will also have numbers on them which indicate the number of blue hexes that are a specified area around them.

All of these come together to make a puzzle game that takes the best elements of the games it’s inspired by and sprinkles in ideas of its own to make something new, yet familiar. There are three different games in the series (all costing less than £5) and the hand-crafted puzzles through each of the games are masterfully designed. There are plenty of puzzles throughout the series that have truly stumped me for quite a while but gave that beautiful ‘eureka’ moment when I find the linchpin that was keeping all of the hexes from revealing themselves.

What I find most impressive about Hexcells Infinite specifically, however, is the seed-generated puzzles that are available. While these levels aren’t quite as smart as the hand-crafted ones, the algorithm the developer(s) used to generate these puzzles is incredibly robust and very intelligent. There are a grand total of 100,000,000 (one hundred million) different puzzles that you have access to. I’ve played just over 2000 so far, and I’ve yet to find a single one that wasn’t solvable. To me, it’s so incredibly impressive that they can build something to generate that many puzzles and not have a single one be busted. It’s a simple formula that has kept me playing for 200 hours and will likely keep me going for 200 more.

24 – Euro Truck Simulator 2

Release Date: 19th October 2012
Developer: SCS Software
Publisher: SCS Software
Platforms: Windows, MacLinux
Metacritic Average: 79%

It’s a game about driving a truck all over Europe.

While I’ve talked about plenty of niche games on this list (several in this particular instalment) yet, despite its relatively large reputation, I don’t think it gets much more niche than a truck-driving simulator. This is a game that came about around the time that YouTubers like Nerdcubed, The Yogscast and Jim Sterling were discovering all of the extremely poorly made simulator games that littered the PC market at the time (and still do, to some extent). So while all of that was going on, Euro Truck decided it was going to shut everyone up by setting an extremely high standard for the genre that, as far as I’m concerned, no other game has ever been able to meet.

I’m not even entirely sure why I like this game so much, it’s not even remotely similar to anything else I like to play, hell, I barely even like racing games, so why is a game where I drive slower more fun? The fact is this is easily one of the most robust and realistic simulators out there. When you’re doing even the most simple of manoeuvres with your truck, it feels weighty & forceful. It’s because of these systems that I’m much more willing to play the game properly than I ever am in more poorly made simulators. It’s such an easy game to just boot up and play, I’ll often stick on a movie or TV show onto my second screen and go for a drive across the continent. Not very good driving habits, I know, but this is a video game so who cares?

On top of that, the amount of content is continually expanding, the developers are slowly adding more and more regions of Europe with new DLC every 6-8 months. Combine this with its sister game, American Truck Simulator (which has started off with a few states on the west coast and has since added several more), and you’ve got so much land-mass to cover that you’ll almost certainly never get the chance to see all of it.

Even having talked about it now, I still can’t quite pinpoint a reason why I enjoy this game so much and yet, here it is, opening the final quarter of the list. It’s just such a nice game…actually, sod this, I’m going to go and play it.

23 – Into the Breach

Release Date: 27th February 2018
Developer: Subset Games
Publisher: Subset Games
Platforms: Nintendo Switch, Windows, Mac, Linux
Metacritic Average: 90%

It’s a game about going back in time to stop some discount Kaijus from destroying the planet.

I will forever regret not putting this on my 2018 Game of the Year list. I was a fool, and this game is so much more brilliant than I initially realized.

Subset Games had quite the success on their hands when they launched FTL: Faster Than Light in 2012 (we’ll get to that later), and trying to follow up such a brilliant game was always going to be a difficult task. So, instead of rushing to the punch to immediately capitalize, they took their time to slowly craft a game that would be just as fun, and it’s hard to argue that they didn’t succeed in that task.

Into the Breach takes the turn-based strategy genre and adds layer after layer of complexity to it, but not in the way that things like 4X games do. Into the Breach has relatively quick matches for turn-based strategies, but it makes sure that you spend every second of it on your toes. With the combinations or your machines and the enemy’s abilities, you have to continually be thinking two or three turns ahead of the current one to stop yourself becoming overwhelmed.

It takes a lot to make the player feel like they’re under pressure in a turn-based strategy since you have as much time as you need to think about things, but Into the Breach has you always second-guessing your decisions, and never lets you settle on a plan for long. It will constantly be throwing you curveballs, which all serves to make every victory feel hard-fought and satisfying, which is precisely what a turn-based strategy should be like.

22 – Phoenix Wright: Ace Attorney

Release Date: 26th October 2001
Developer: Capcom Production Studio 4
Publisher: Capcom
Platforms: Playstation 4, Xbox One, Nintendo Switch, Nintendo 3DS, Nintendo Wii, Nintendo DS, Game Boy Advance, Windows, iOS, Android
Metacritic Average: 81%

It’s a game about collecting evidence and using it to obliterate witness’ statements in the world’s most dramatic courtroom.

(From my Favourite Old Games I Played for the First Time in 2019 article)

The Ace Attorney series is a series that I’ve wanted to try for years, but never found a good enough excuse to bother with, so for years I never played it. Luckily for me, in January this year, the Ace Attorney Trilogy released on modern consoles & PC so now I didn’t have any excuse NOT to play at, and I’m thrilled I finally got around to it because this game was fantastic.

The Ace Attorney games are able to hit the mark that almost every other game in the mystery genre fail to, which is that making deductions feels brilliant. In so many games that ask you to “solve a mystery,” it never feels satisfying because if you wander around an area long enough, you’ll stumble across the answer, but Ace Attorney doesn’t do that. This is a game that gives you everything you need to crack the case, the testimonies, the mountain of different pieces of evidence and just tells you to go off and work it out.

The investigation phases are a bit frustrating and essentially boil down to a hidden object game, but the court scenes are where this game absolutely shines. Through a combination of pacing, music and dialogue, the game is able to draw me entirely into a scene and put me in the mindset of Phoenix Wright, I spend ages pouring over every word anyone says trying to pull on the slightest loose thread and rip the case open. I’ve sat at my screen agonizing for extended periods of time because I just can’t find the hole in the story.

Then I finally do find it and the game rewards you in the best way. The way the music kicks in as you throw your witness’ statements back in their face proving that they’re lying, kicking off a series of back and forths between you and your opponents. The way in which this game tells its story captures the essence of the most dramatic courtroom dramas, I can feel the momentum pulling back and forth as the case flows to the point where any ground gained feels like a huge victory.

Phoenix Wright: Ace Attorney is a game that is in perfect control of your emotions at all times, it uses all the tools at its disposal to put you in the exact mindset it wants you to be in, so it can use that to take you on one of the wildest rides out there in gaming.

21 – Subsurface Circular

Release Date: 17th August 2017
Developer: Mike Bithell Games
Publisher: Mike Bithell Games
Platforms: Nintendo Switch, Windows, iOS

It’s a game about riding a train and solving a mystery.

On the last edition of this series, I talked about Quarantine Circular, I looked at how the game forces you to see every situation from every perspective and then hits you with some incredibly difficult choices. Subsurface Circular decides to take the exact opposite direction, giving you a single character, who never moves from their spot and instead talks to everyone else as the world passes them by.

The game sets out the scenario that you are a detective trying to solve a mystery. So as you interview people across the Subsurface Circular train-line, you get all these different perspectives on events, but they’re filtered through your own perspective on what should be going on. You’re solving a mystery, you’re just trying to find the culprit right? Well, as I’m sure you’ve probably guessed, it’s nowhere near that simple. Each new interview opens up so many fresh layers to explore in further interviews. Some are dead ends, but others lead you down a winding path through a series of complex societal structures.

On that point, this isn’t a game that shies away from tackling pressing real-world issues in its story. It’s not the only game to do this, but the way in which Subsurface Circular presents these issues is trying to get people to look at things from a perspective that they might not have thought of before. It genuinely draws in points from all sides of the arguments and presents them to the player to figure out for themselves.

If that was all this game did, then it’d be good, but not deserving a spot as high as this, so what makes it so special?

I know I gave a spoiler warning at the start, but really, I’m about to discuss the end of the game so if you’ve decided you want to play this game now and don’t want to know what happens, now is the time to scroll to the next entry.

I won’t quite go into the details, but after taking on this winding journey, you discover all kinds of things about the city. Terrorist organizations, corrupt governments, the struggle of the every-day working-class people, but also the potential of how their lives could get so much worse if the system that’s making all this happen was to disappear. The game forces you to make a choice; a very simple choice. Kill the leader of the revolution and keep the status-quo (a status-quo that has caused discrimination and wide-spread poverty) or kill yourself and let the revolution happen (a revolution that might make everything better, but could just as easily make it a whole lot worse).

When the game faced me with this choice, I legitimately spent close to fifteen minutes going over it in my head. I thought through every scrap of information that I’d been told by everyone that I’d spoken to, trying to figure out what the right choice was.

Then I made my choice, and the game did something bold. It didn’t tell me what the result of my choice was. That was it, I made my choice, the credits rolled, and it was brilliant. It plays so perfectly off of all the doubt I had about either decision (I did check and the other choice does the exact same thing). Instead of giving me a moment of relief where I find out if I did the right thing, it just lets me sit there with my thoughts and decide for myself if I did what was right. It was such a powerful storytelling experience, and I’d love to say that it’s Mike Bithell’s masterpiece, but this isn’t even the last time I’m going to talk about one of his games in this series.

And there you have it! Thank you very much for taking the time to read this. Please, let me know what you think of these games, either in the comments below or on Twitter @10ryawoo. Finally, make sure to come back here this time on Saturday, where I’ll be running down my favourite chracters from The Simpsons!

The 9 Best Cliffhangers in Doctor Who

Doctor Who is a show that has told all kinds of stories over its modern lifespan. I, along with many other fans, would argue that many of the best stories are ones that span two, or sometimes even three episodes. The extended amount of runtime allows for so much more to be achieved than is ordinarily possible. The secondary characters get ample time to shine, the plot can swing to-and-frow a bit more often than usual, and this usually creates a much more compelling story.

They also provide us with the most exciting and hype-inducing trope in narrative history. Cliffhangers.

A cliffhanger cuts the story off at a crucial point. If done well, these cliffhangers will immediately get the audience excited and ready for the next instalment. When done perfectly, they can create some of the greatest moments in the history of the show. If anything is going to have you come away from an episode of Doctor Who still buzzing over what transpired, and what might transpire the following week, it’s a properly well-written cliffhanger.

I want to make it clear that, in this list, the quality of the episode following the cliffhanger is entirely irrelevant. I could point to a handful of the cliffhangers on this list that had disappointing payoffs, but that isn’t important. All that matters is that the cliffhanger itself left a lasting impact on me.

Now, let’s look at some of the best, from modern Doctor Who.

9 – The Sphere Opens – Army of Ghosts

Army of Ghosts is a bit of a flawed episode, but one of it’s best elements is the mystery surrounding the sphere. The way it’s introduced to us as this thing that needs to be observed and researched 24/7, the massive looming presence it has over the room, and even the way it doesn’t quite seem to fit in visually with its surroundings. The Doctor explains that it’s a void ship, designed to travel between parallel universes, and your mind immediately jumps back to earlier in the season, where the Cybermen overran that parallel universe. At that point, it seems like the episode has accidentally tipped its hand, but really, it’s just luring you into a false assumption.

They revisit it enough to keep it regularly in the back of your mind, wondering what on Earth it could be. Could John Lumic have survived his factory exploding? Could it be some incredible new type of Cyberman we’ve never seen before? As the episode ramps up to its climax and the Cybermen reveal themselves as the ghosts around the world, it seems like it’s a done deal. Then episode decides it’s going to totally blindside you.

First of all, the Cybermen deny having anything to do with the sphere. Our reaction is the same as The Doctor’s. Totally unexpected and immediately throws you through a loop. Then, while you’re still scrambling for any semblance of an idea of what it could be, BAM, DALEKS. It’s such an exciting moment, made all the more brilliant with how the episode goes to such great lengths to lure you into the false assumption about what it can be.

Even once the excitement of the reveal subsides, you suddenly come to the realisation that the Daleks and the Cybermen are in the same place at the same time. Will they team up? Will they fight? How will The Doctor possibly cope?

It does precisely what a great cliffhanger should do. It doesn’t just put the characters in danger that you know they’re going to get out of within 30 seconds of part 2. It poses you a whole bunch of exciting questions as to where the story is going to go, not to mention hitting you with a huge reveal.

8 – O – Spyfall Part 1

Having The Master as a recurring villain consistently makes for such great reveals, purely because they can change their appearance without our knowledge. You’d think I’d have stopped falling for it by this point, but every time a new human-looking mysterious villain comes along, I always fall for it.

The difference here is that O was presented as an ally of The Doctor’s that they already had a history with. Immediately there’s a bunch of intrigue surrounding the character, which was only magnified during O’s conversation with Graham earlier in the episode. There, we saw a hint of menace appear in the character, especially when discussing the topic of The Doctor. We get these very subtle hints that he’s hiding something, but nothing so overt to give it away. Even something like O seeing the inside of The Doctor’s TARDIS becomes a very weighty scene once we know the twist.

I understand why many people aren’t as big on this cliffhanger as I am. It was done in a way that went over a bunch of people’s head at first, and to be fair, I didn’t realise that the house flying alongside the plane was supposed to be The Master’s TARDIS either. However, I very vividly the remember the moment when it hit me that he was The Master. It was a revelation that almost left me winded when I connected the dots. It took me a few seconds after he claimed to be “the spy…master” to work it out, but once everything clicked, I felt blown away by it.

This was backed up by Sacha Dhawan acting circles around everyone in the scene for another minute following the reveal. It kept things building right up until the climactic plane crash. It hit me in a way that I don’t think any other cliffhanger has hit me on this show before, which is why I rate it quite highly.

7 – A Trap – The Time of Angels

Ok, this one is a bit of an exception to my rules of good cliffhangers.

This was a cliffhanger that really extends out about 5 minutes before the episode actually ended. It held a tremendous sense of rising tension, as things very slowly, then very quickly, got dire for our heroes. The fact of the Aplans having two heads is one of those facts that totally passes you by when you don’t know it’s important. It even doesn’t twig for The Doctor, that’s how insignificant it was, but I can’t describe the level of “Oh shit!” that went off in my head when The Doctor asked why the statues don’t have two heads.

From that moment on, it’s a remarkable moment for Smith’s Doctor. The way they immediately take control of the situation and gives out orders is The Doctor at his peak. Then, we have his speech about the flaw in the angel’s trap. The Doctor looks like such a badass hero as they talk circles around the angels and even though it doesn’t really raise any plot-related questions or have any significant revelations. I always feel so pumped when The Doctor finishes his speech, declaring “Me…” and firing the gun.

The Time of Angels is a blast of an episode outside of this, but this ending put the topper on things. It always leaves me pumped and always makes me want to rush right into the next part to keep the excitement rolling.

6 – The Pit Opens- The Impossible Planet

One of the best stories of the RTD era, The Impossible Planet is entirely based on the slow and creeping build of tension and mystery. Most Doctor Who episodes have some level of that, of course, but this episode makes it the central focus of the plot. It’s an episode that refuses to let you in on any of its secrets in part 1 and then hits you with everything it’s got in part 2.

This approach had the potential to cause part 1 to be boring, but it was built so brilliantly that it actually makes for some of the best edge-of-your-seat viewing from that era of the show. The way the episode starts to give you little hints and pile on the intrigue, slowly but carefully, makes the whole thing feel ludicrously tense in its delivery. The Doctor doesn’t even discover the pit until about 2/3rds of the way into the episode. However, it didn’t need to come in sooner because of how much it eats at you. It’s the most straightforward kind of mystery, there’s a locked door, and you want to know what’s on the other side. That alone could be enough to carry it, but then you throw on top of that the idea that The Devil himself could be in the pit? Now that’s excitement. That’s not all though, as I haven’t even mentioned about the mystery surrounding the Ood yet.

After spending the whole episode very slowly feeding you hints as to what might be going on and how it’s all going to fall apart, the writer suddenly slams their foot down and hits you with everything at once. First, the Ood start killing people, and Rose is trapped in a room with them. Next, the whole planet starts falling into a black hole, throwing everything into chaos. All of this is topped off by the pit being opened and some demonic voice declaring that they’re free.

While I did say that I don’t like it when a cliffhanger just throws a petty threat at the characters, here it works in tandem with the game-changing revelation of the pit opening up. It works because it accelerates the pace of the episode to a fever pitch, which after a very slow episode is incredibly effective. More importantly, it raises more questions than it answers. What’s free? What’s it going to do? How can The Doctor stop it? Why has the planet chosen now to fall into the black hole after orbiting it for so long? All these questions are the kind of thing that will float around in your head for the next week and ensure you come back for part 2.

5 – The Long Way Round – Heaven Sent

Let’s get this out of the way first, the payoff to this cliffhanger (i.e., the entirety of Hell Bent) is utter shit, but as I said, that has no bearing on how awesome this cliffhanger was.

I’ll talk about it more when I eventually rank Series 9, but Heaven Sent is an absolute masterpiece. The story it tells & the way it tells it are beautiful, while Capaldi put on arguably the best performance of his entire career, carrying a 45-minute monologue about grief. The emotional stakes by the end of Heaven Sent are insanely high. We’ve just watched The Doctor kill and revive himself several trillion times so that they could punch his way through a solid wall of the toughed substance in the universe. When it comes to a character journey, they don’t get much more emotional than that.

Then, you have the series-wide stakes. After 10 years since the revival of Doctor Who revealed that Gallifrey had been destroyed. After The Doctor spent all this time with the guilt of its destruction weighing on their mind; they have finally step foot on their home planet once again. That in itself is a massive moment, but when you pair that up with ordeal that the Time Lords had just put him through…it’s such a powerful moment.

As I said, Hell Bent would absolutely shit it all up the wall, but I refuse to let it take away from the genuine work of art that is Heaven Sent. This cliffhanger was easily the perfect way to cap off such an episode. It fills you with this desire for The Doctor to march into Gallifrey’s parliamentary rooms and show them who’s boss.

It’s an incredible combination of a historical moment for the show, with a meaningful and heartfelt character moment for The Doctor and that’s such a wondrous achievement.

4 – The Doctor Regenerates – The Stolen Earth

Is it a bit goofy? Yes. Does it mess with the laws of regeneration a bit? Definitely. Did it blow my God-damned mind when I watched it for the first time? Hell. Yeah.

I’m not entirely sure there’s much to say about this one, because what makes it so good is incredibly simple. The Doctor, without any form of indication or announcement, suddenly starts regenerating, with seemingly no way for stopping it. It’s entirely based on shock factor, which you could argue is cheap, but I say balls to that, I loved it.

It’s one of those Doctor Who moments where, when I think back to it, the first thing that comes to mind is the raw feeling of “WHAT?!” that I experienced at the time. Sure, as an adult, it would be reasonably apparent that this was a fake-out, but as a kid, it threw everything I was expecting into the bin. I was convinced that we were saying goodbye to Tennant and that we’d have some new Doctor for the finale. I can only chalk this up to the fact that children are stupid, but sometimes ignorance really is bliss.

Quite simply, remembering this cliffhanger makes me really happy. It’s very rare that any show or film can truly shock me or blow my mind anymore, so I genuinely treasure the times where a show like this properly blindsided me with something incredible.

3 – “Listen to me!” – The Pandorica Opens

Honestly, this could’ve made the list just for that final shot alone.

The Pandorica Opens is such a wild ride of an episode. We race through The Doctor’s adventures of Series 5 to get a message to them, then we mess around with the Romans; then we get a giant box of mystery; then Rory turns up after being erased from existence; then The Doctor gives an epic speech; then the Pandorica Opens…

This may be the greatest twist in Doctor Who history. The way it was built up with the most fearsome warrior in the universe, and how all of The Doctor’s old foes show up to get a piece of it. It builds so wonderfully to the climax, and you’re so very ready to see what’s really inside the Pandorica. The moment where it finally opens to reveal an empty chair is SO GOOD. The sinking look on The Doctor’s face as he starts to get dragged towards the box pulls in so many emotions, even to the way he starts to break down as he pleads with the monsters that they’ve got it all wrong.

It makes sure to show you just how dire the situation is too, with it continually cutting back to River trying to prevent the TARDIS from exploding but utterly failing. Then, just as one final kick in the nuts, Rory shoots Amy and kills her against his own will. That final shot of the camera zooming out from Amy’s body to the sight of the whole universe collapsing in on itself was pure genius. In a single ten-second shot, you’ve encapsulated everything at stake, the personal drama of the characters and the universe-wide threat of the crack in the skin of the universe.

What’s even more amazing is that it’s willing to end on a downbeat note. It doesn’t build with a bombastic soundtrack to a climax. It quite literally peters out into silence, leaving you with nothing but your own thoughts as to what on Earth just happened and how it could possibly be solved. It leaves you with a feeling of total hopelessness, which is perfect for reeling you back in for the emotional highs of the series finale.

2 – “I’m coming to get you” – Bad Wolf

(From my Best Doctor Who Speeches article)

I’ve talked a lot about The Doctor having his “hero moments” so far in this list, but I believe that The Doctor has never seemed like more of a hero than he has at this moment, even if he’s being motivated by hatred and rage.

You’ve got to take a look into The Doctor’s mindset during this speech, earlier in the series they thought the Time War was finally over, the last Dalek in existence killed itself and all of the sufferings they’ve gone through, and all of the horrible things they did seemed like maybe they might’ve been worth it to finally rid the universe of the terror of the Daleks. Now, they’ve just discovered that not only did more escape the Time War, but they’ve multiplied and now there are hundreds of thousands of them. This is a person who very recently wiped out his entire race just to get rid of the Daleks and now they’ve learnt it was all for nothing, how would you feel in that situation?

Ecclestone’s acting during this scene is top-notch, the minute movements in his facial expressions put forth this feeling of someone who is having to suppress so much rage, guilt and fear all at once. In the moments before this speech, they flick between mild joking and serious threats, their head is not in the right space and it shows. I almost get this feeling like they’re going to explode in a fit of rage and totally lose their mind – I know I would – but they don’t. Instead, what they do is channel it all and use it to fuel their drive and desire to do the right thing, as Rose would later say “To stand up and say no”, quite literally in this case.

The way the music swells as The Doctor decides to defy the Daleks’ demand, the way they don’t even raise their voice on the first “No”, it’s just a cold statement of intent, a statement that they’ve had enough of dealing with the Daleks’ shit and they’re not going to tolerate one iota of it this time around. They call the Daleks’ bluff and they tell them exactly what they’re going to do, only to totally ignore the Daleks in the end and simply tell Rose “I’m coming to get you” like they’re just picking her up from karate class, no big deal.

Every time I watch it, it gets me PUMPED and it created one of my favourite cliffhangers I’ve ever seen this show pull off.

To add to what I said there, there is no cliffhanger in history that gets my adrenaline pumping quite like this one. The revelation of the gigantic fleet of Daleks, just a handful of episodes away from seeing just one Dalek murder countless people; the look of fire in The Doctors eyes & the fury in his voice. It ends the episode letting us know that The Doctor is in for the fight of his life, and you’ll have to come back next week to see how it goes. Thrilling stuff.

1 – “Bye-bye!” – Utopia

Ok, I might’ve told a hyperbolic fib earlier. THIS is the greatest twist in Doctor Who history.

What’s brilliant about this cliffhanger is that you don’t actually need to know who The Master is to feel the gravity of the revelation. I definitely didn’t when I watched this episode for the first time, but the episode makes sure to hit you with all the big notes so that you understand what an unbelievable reveal this is. The use of the fob-watch was a great touch because you immediately think back to its use earlier in the series. It keeps piling it on too, you get the callback to the Face of Boe’s final words. Then, just to top it off, we see him regenerate to absolutely solidify the monumental threat this guy really is.

The turn in Derek Jacobi’s performance when he becomes The Master is an incredible piece of acting, only for the whole situation to be turned on its head when John Simm enters the scene. The work of the music that undercuts the whole thing cannot be understated either. It’s loud, brash and bombastic when the reveal first occurs, before moving into a more brassy affair, that’s slightly slower, but still carries the weight of the threat and despair that The Master imposes.

This is a cliffhanger that turns everything we were told since the start of the modern series on its head. The Doctor is no longer the last Time Lord, but this new Time Lord turns out to be one of The Doctor’s most powerful foes. Then, to throw several more spanners in the works, The Master steals The Doctor’s only constant companion in the form of the TARDIS and leaves him stranded at the end of the universe, with monsters bearing down on him, Martha & Jack. Also, Jack is there, which makes any scene better.

That shot of The Doctor staring at the space where the TARDIS used to be, with a mixture of shock, desperation & rage on his face is all that’s needed to up this from one of the best to the very best. It honestly has absolutely everything you could possibly want from a great cliffhanger.

And there you have it! Thank you very much for taking the time to read this. Please, let me know of any Doctor Who cliffhangers you love, 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!

My 100 Favourite Games of All Time (40-31)

Welcome back to my 100 favourite games of all time series! Today, I’ll be covering entries 40 through 31.

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.

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.

Let’s not waste any more time!

40 – Driver San Francisco

Release Date: 1st September 2011
Developer: Ubisoft Reflections
Publisher: Ubisoft
Platforms: Playstation 3, Xbox 360, Nintendo Wii, Windows, Mac
Metacritic Average: 80%

It’s a game about driving around San Francisco while you’re in a coma.

Driver San Francisco is something so incredibly unique that I can’t even say I’d want to see more of it in the modern era because I’m not sure it could even be pulled off quite as good as this ever again. The concept of Tanner being in a coma gives the game so much freedom to do many weird and wonderful things.

For one thing, it’s incredibly open, almost like a sandbox. The mechanics let you float around any part of the map at any time and enter any car that you see. So much of the fun I’ve had in this game is just messing around in the open world, possessing a bunch of different cars in the same area and getting them all to completely mess each other up.

Arguably the game’s best feature though is it’s missions. I usually find missions are the least exciting parts of open-world games, however, the mechanics of the game allow for such incredibly innovative ideas of missions. You can act as the police and take down getaway drivers by hopping between every car on the road and boxing them in. You have to go through chase scenes where literally any car on the road could suddenly start darting towards you, or the stupendously impressive mission that you play from a second-person perspective.

This was a game that went above and beyond when it came to creative mechanics, and these mechanics all came together to create a ridiculously fun game no matter how you try to play it.

39 – Rocket League

Release Date: 7th July 2015
Developer: Psyonix
Publisher: Psyonix
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows, Mac, Linux
Metacritic Average: 87%

It’s a game about playing football with cars.

I don’t like sporty games for the most part. By that, I don’t just mean games about sports, I mean the kind of games that are popular in the esports scene. I like CS:GO, and when I’m particularly bored I’ll drop into a game of Overwatch, but that’s pretty much it. Yet, you add the phrase ‘but with cars’ to the end of the sentence, and suddenly I love it. As much as I never play it competitively (in fact, I very rarely play it with another human), it’s one of those games that has such a broad appeal that I think it’s quite hard to hate.

The concept is so simple too: football, but with cars. It hits that perfect niche of a casual game that lets the skilful people do skilful things, while the casual players can still jump into a game, have some fun and do pretty well. As you’d probably guessed, I fall into the latter category. I have plenty of fun just knocking the ball around against the decent AI every now and then. The game has such a strong sense of fast-pace that I find it so easy to just drop-in and play a match or two when I’m bored.

It’s also become quite the expansive games with all the different game-types and variants that you can tack onto those game types. Everything about it seems entirely designed to pump as much fun out of every match for casual players, while still maintaining the integrity of the standard modes for competitive players. It really is a game that lets you play however you want to play, and I think that’s what makes it such a widely popular game.

38 – Superhot

Release Date: 25th February 2016
Developer: Superhot Team
Publisher: Superhot Team
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows, Mac, Linux, Oculus Quest, Google Stadia
Metacritic Average: 84%

It’s a game about recreating that scene from The Matrix where you dodge the bullets in super-slow motion.

(From my Favourite VR Games article)

It may not seem like it on the surface, but what really makes Superhot great is how you’re always having to think a few steps ahead of each move. The slowed time concept gives you almost as much time as you need to think about each series of movements and despite having to focus on reacting to what’s going on, you’re forced into a proactive mindset to avoid certain doom.

Stick this formula into VR and you’ve got something so incredibly unique and special that I almost can’t comprehend what makes it so great. It’s still that idea of thinking a few steps ahead and making precise movements, only now those precise movements are going to have to be made by your body. It’s easy to avoid movement when you’re using a keyboard or controller, but when you’re in the situation yourself and every little wasted movement you make costs you precious seconds of reaction time, the stakes of the whole thing become so much more.

I’ve never felt so aware of every movement I’m making while in VR. It almost feels like the game heightens my senses, I become aware of almost everything that’s around me as I quickly calculate the best movements to escape the current situation. These plans almost never work and I probably look like a twat while executing them, but who the hell cares? I’m an action hero in slow motion and that’s what matters.

37 – Stardew Valley

Release Date: 26th February 2016
Developer: ConcernedApe
Publisher: ConcernedApe, Chucklefish
Platforms: Playstation 4, Playstation Vita, Xbox One, Nintendo Switch, Windows, MacLinux, iOS, Andriod
Metacritic Average: 89%

I’m a game about running a farm and making friends.

The modern indie scene has done weird things to my brain. Whenever I see a game like Stardew Valley that presents itself as a cute & happy farming game, I expect there to be some weird and meta-narrative twist on the whole thing. That’s not the case in Stardew Valley, it turned out that it genuinely was just a cute and happy farming game, but I’ll tell you what, it’s a really bloody good one.

I only spent about a month playing through Stardew Valley, but during that month I was playing it CONSTANTLY, I just couldn’t put it down because everything about the world was so engrossing. The thing that gets me, though, is the way in which it was engrossing. It wasn’t because of some lucrative story or addictive mechanics, it was the simplicity with how every little activity in the game is dripping with a light, fun tone.

From the big and obvious things like the visual & audio style to even the smallest little things like the touches on the animation as you character sows seeds or waters crops. With every character having a very distinctive personality, the whole village feels alive, so you really do become part of a little community as you get to know everyone.

The farming stuff is pretty simple, but that makes it perfect to be the driving motivation of the game. The pacing of the farming is extremely refined to the point where I never got bored of it, despite being somewhat repetitive in nature. An in-game day is long enough to just about everything you want/need to do, while not giving you so much time that you’re sitting around waiting for the clock to tick by. On top of that, the different crops/animals in the game grow/produce at just the right speed so that you’ll always be making progress. Even if you haven’t got anything grown today, chances are there’ll almost certainly be plenty ready for you tomorrow.

Combine that with a wealth of side-activities and clear goals the entire duration of the game (something many of these games lack), and you’ve got a cute little life-sim game that is among the best of it’s kind.

36 – Bloodstained: Ritual of the Night

Release Date: 18th June 2019
Developer: ArtPlay
Publisher: 505 Games
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows
Metacritic Average: 84%

It’s a game about murdering everything in the world’s most ambitiously designed castle.

(From my Game of the Year 2019 article)

I’d never got around to playing a Castlevania game before, but they always seemed right up my street. So, when I heard there was a game coming out made by the original creator of Castlevania in the style of Castlevania (but not officially called Castlevania because Konami doesn’t like using the historic franchises they own) I knew I had to check it out. I was absolutely blown away by what I found.

Bloodstained always keeps you on a journey of discovery. The items, enemies and powers it’s possible to acquire/encounter mean you’re always going to be finding something new and the map itself is packed with an almost overwhelming amount of variety. Every area feels extremely different to the ones that surround it and they’re all just the right size so that once you get comfortable in an area, you’re thrown right into a new one.

The combat system is wonderfully designed, it took a little getting used to, but once I got the pacing of when I should be striking and dodging I had so much fun with it. Every room presented a great challenge and I had a lot of fun trying to work out how best to tackle each combination of enemies that got thrown my way. It nails that balance of enemy design, where every enemy is easy on its own, but when a bunch of different ones are thrown together, it creates a great challenge.

That was also a game that reminded me how amazing boss fights can be, because not since NieR Automata have I had so much fun fighting bosses in a game. They follow that ethos that so many, typically old games do in that every boss has clear and recognisable patterns that are easy to dodge/counter and the skill comes from being able to react to them in time to deal out the damage. It’s a game that makes sure that every single failure and death I experienced was because I wasn’t skilful enough in order to pull it off, not because I got unlucky.

Bloodstained makes sure that every room and every enemy teaches you something, not necessarily something about the mechanics, but about what is the most optimal way to fight. This sense of pushing forward and constantly getting to experience new stuff is what pushed me towards achieving 100% completion without even realising I was doing it until suddenly I was 95% there and had to get that last little bit.

Bloodstained: Ritual of the Night is a game that is constantly pushing you deeper into it using its world & enemy design along with its combat system to enthral you in its world and give you the best Metroidvania experience I’ve had in many years.

35 – Quarantine Circular

Release Date: 22nd May 2018
Developer: Bithell Games
Publisher: Bithell Games, Ant Workshop Limited
Platforms: Nintendo Switch, Windows, Mac
Metacritic Average: 73%

It’s a game about talking to an alien.

I often struggle to engage with pure-story games like this. I often find it difficult to get involved and focus when my attention isn’t being drawn continuously with gameplay. When it comes to Mike Bithell’s games, however, it’s an entirely different scenario. I’ll break down his style more in future entries of this list, but the main thing that I think makes Quarantine Circular so special is the understanding and insight it gives you into all of your characters.

In each chapter, you take control of a different person and see the story from their perspective. You get a chance to fully understand exactly how each character operates and why exactly they take the stances they do. The writing is intelligent enough to let you slip into answering questions and scenarios exactly how you believe that character would, perhaps without even realising it. It’s so tightly in control of your outlook and feelings on the situation at any given moment, and yet, you don’t even realise what it’s doing to you until you finish it and have the time to reflect.

Once you understand all the characters so deeply, it gives the critical choices so much weight, it deepens the emotional investment in the story so much more than almost any other game. Not because of any kind of world-ending stakes, but because of the personal stakes between each of the characters.

34 – N++

Release Date: 28th July 2015
Developer: Metanet Software
Publisher: Metanet Software
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows, Mac, Linux
Metacritic Average: 90%

It’s a game about being a Ninja who dies, a lot.

When it comes to controls in a platformer, I don’t think this game has an equal. In N++, even the most minute movements feel precise and make you feel totally in control of every single jump and manoeuvre you make; Which means that when you miss the jump by half a millimetre and fall into a pit of mines, it’s entirely your fault. Every jump feels so smooth, and when you get good enough to chain a lot fo these movements together, the sense of flow you get is easily on par with that of the Sonic games.

It also has the difficulty to boot, with one of the most well-constructed difficulty curves I’ve ever seen. Every level is designed so creatively and given the literal thousands that there are in the game, it’s quite frankly amazing that they managed to keep them all confined to a single screen. Each different element that will kill you in a level is placed so perfectly that you can almost instantly see the way you’re supposed to get past them, but that doesn’t make doing it any easier than it should be.

The game knows precisely how forgiving it wants each level to be and they seem to have been laid out in an order that means you’re always mastering the skill you need to push through to the next set.

33 – Overgrowth

Release Date: 16th October 2017
Developer: Wolfire Games
Publisher: Wolfire Games
Platforms: Windows, Mac, Linux

It’s a game about rabbits murdering each other.

This one is a real oddity, and seeing “2017” as the release date blows me away because this game has been around for about a decade in some form or another. As you can probably tell from the lack of any on this list, I’m not really a fan of fighting games, I’m not entirely sure why they’re just not for me. However, even though at its core, Overgrowth is a fighting game, it doesn’t really follow the rules of any other game in the genre.

Instead of having health bars and the like, Overgrowth instead uses a system of body parts that slowly take damage and get crippled over time. I don’t know anything in the way of specifics, so I’m not going to explain anymore, but it leads to a high-speed, but very weighty fighting game where no two fights ever quite feel the same. The details of the sounds and blood when you take hits in certain places are almost too gruesome to look at in some cases, but it’s precisely those responsive mechanics that make fighting so much fun and drive me to do it over and over again.

32 – Heat Signature

Release Date: 21st September 2017
Developer: Suspicious Developments
Publisher: Suspicious Developments
Platforms: Windows
Metacritic Average: 79%

It’s a game about performing space heists where you inevitably fling yourself out of an airlock accidentally.

Heat Signature has just about everything you could want from a heist game because that’s essentially what each mission is, a mini heist inside of a spaceship. You can sit there and survey the entire scene before you as you craft a highly detailed and skilled plan to reach your target. Every movement you make is slow and clever…until you get seen, at which points it descends into chaos where you have to either use your various tools to escape with your life or be flung into the cold vacuum of space.

The set of tools you have at your disposal hold a bunch of surprisingly unique concepts that do things like reverse forcefields, magnetise enemies and just cause general chaos to your targets. The catch is, the enemies have all of these tools too, and these dynamic systems are so cleverly interwoven to create plenty of unique experiences that are always sure to surprise you in terms of just how spectacularly they go wrong.

Heat Signature that understands that it needs to let the mechanics speak for themselves and gets you to learn by doing. This means you’re bound to form your own tactics and strategies that will vary wildly from anyone else’s but will still lead to equally as hilarious fuck ups.

31 – WWE 2K19

Release Date: 5th October 2018
Developer: Yukes, Visual Concepts
Publisher: 2K Sports
Platforms: Playstation 4, Xbox One, Windows
Metacritic Average: 77%

It’s a game about wrasslin’.

My original plan when I was putting this list together was to put the whole WWE 2K series in this spot because they’re all of pretty equal quality. Then WWE 2K20 came out and was an utter shit-show, so 2K19 gets the spot instead.

I know may people prefer many other wrestling games, but as a modern wrestling fan, these are more than enough to satisfy my needs for video game graps. Once again, it’s a fighting game that doesn’t follow most of the traditional rules of fighting games, and I think it’s much more fun to play because of it. The gameplay is so easy to grasp, and it really captures the feel of a live WWE show in interactive form.

The many different game modes mean that whatever kind of way you want to play the game you’re covered. Whether you just want to do random matchups with your friends, play through written stories or craft your own grand storyline and shows. Since the series first came to PC with 2K15 I’ve put over a 1000 combined hours into the games, which isn’t even including the time I spent playing it on consoles before then. I just have so much fun putting all these matches together. The fighting mechanics are enjoyable enough that I don’t even mind playing against AI all the time.

However, when you’re not a loner, it’s easily one of my favourite games to play with friends. Not only is there a rapid and easy learning curve, but once you’ve both got the hang of it, you can have very intense matchups. On top of that, I’ve had many friends (myself included) who played the games first, and that led to them becoming wrestling fans, which makes it all the better. Except for 2K20, fuck that one in particular.

And there you have it! Thank you very much for taking the time to read this. Please, let me know what you think of these games, either in the comments below or on Twitter @10ryawoo. Finally, make sure to come back this time on Saturday, where I’ll be running down the best cliffhangers in Doctor Who!