WWE Extreme Rules 2020: Predictions & Analysis

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

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

Anyway, let’s break down the matches.

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

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

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

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

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

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

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

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

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

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

Rey Mysterio vs Seth Rollins
(Eye for an Eye)

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

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

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

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

Braun Strowman vs Bray Wyatt
(Wyatt Swamp Fight)

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

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

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

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

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

Now here’s some good stuff.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Let’s not waste any more time!

70 – PixelJunk Shooter Ultimate

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

It’s a game about liquid physics.

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

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

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

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

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

69 – Spec Ops: The Line

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

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

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

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

68 – Grow Home

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

It’s a game about climbing.

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

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

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

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

67 – Pool Nation

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

It’s a game where you play Pool.

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

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

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

66 – Katana ZERO

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

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

(From my Game of the Year 2019 article)

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

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

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

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

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

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

65 – Intrusion 2

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

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

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

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

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

64 – The Ship

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

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

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

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

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

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

63 – Far Cry 3

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

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

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

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

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

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

62 – Portal

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

It’s a game about thinking with portals.

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

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

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

61 – Fallout 4

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

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

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

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

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

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

Every Main Series 3D Platforming Sonic the Hedgehog Game Ranked

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

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

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

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

11 – Sonic the Hedgehog (2006)

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

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

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

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

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

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

10 – Shadow the Hedgehog

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

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

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

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

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

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

9 – Sonic Boom: Rise of Lyric

This sure as hell comes close though.

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

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

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

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

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

8 – Sonic Lost World

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

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

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

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

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

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

7 – Sonic Forces

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

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

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

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

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

6 – Sonic Adventure

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

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

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

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

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

5 – Sonic Unleashed

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

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

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

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

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

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

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

4 – Sonic Heroes

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

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

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

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

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

3 – Sonic Adventure 2

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

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

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

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

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

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

2 – Sonic Colors

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

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

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

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

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

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

1 – Sonic Generations

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

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

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

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

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

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

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

My 100 Favourite Games of All Time (80-71)

Welcome back to the series! Today, I’ll be covering entries 80 through 71.

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

Let’s not waste any more time!

80 – Morphblade

Release Date: 3rd March 2017
Developer: Suspicious Developments
Publisher: Suspicious Developments
Platforms: Window

It’s a game about building a board of hexes with which to murder bad guys.

Morphblade fits into that category of games that are entirely designed to be played for about 5 minutes at a time when you’ve got nothing better to do. However, it shows that games of that ilk have to be mindless trash like we see all over the mobile market.

Morphblade is so simple, and yet every time I play, I find myself blown away by the level of depth it has when you take the time to understand how it works. There are 6 different types of hex that you can have on your board, some are weapons, while others are utility tiles. The idea is that you start off with just two tiles, and with every wave of enemies you defeat, you get to add more to the board. Since every tile does something different, and they can all be upgraded to do different things depending on what is adjacent to them, it creates a virtually endless set of possibilities.

Since it lets you gradually build it up, it means you slowly develop a new strategy as you progress through each game, even if every game is only about 5 minutes long. There are some tactics that you can rely on, but there’s just enough randomness mixed in there to get you to try new things as often as possible. Then it does it’s best to throw a spanner into your plans with armoured enemies, or enemies that destroy your tiles. It’s exceedingly tricky but twice as compelling, so it fits into the casual game market perfectly.

79 – Rumu

Release Date: 12th December 2017
Developer: Robot House
Publisher: Hammerfall Publishing
Platforms: Windows, Linux
Metacritic Average: 78%

It’s a game about a robot vacuum cleaner who wants to meet its owners.

The first game on this list that I’ve already reviewed, Rumu is one of those games that takes you places you’d never expect. I don’t want to say too much for fear of spoiling it, but Rumu is one of those games that reels you in with charm and then sucker punches you with emotions.

I ended up playing through the whole of Rumu in one sitting because I found it that compelling. It started me off by letting me tell a toaster that I love it or to “initiate toast” and then it took me on a journey that is a mixture of puzzle-solving and storytelling that hasn’t been done quite like this before.

I’m trying to give away as little as possible, but the game always kept me guessing. It plotted out its mystery in such a smart way that meant I’d have a couple of theories as to what was going on at any one time. It then paces out the big reveals in the plot to perfection, so that you don’t realise what’s really going until the game wants you to.

It’s a game that is only a couple of hours long, but in that time, it drags you in, chews you up and spits you back out again in such a satisfying way that I can’t help but love it.

78 – Saint’s Row The Third

Release Date: 15th November 2011
Developer: Volition
Publisher: THQ
Platforms: Playstation 3, Xbox 360, Nintendo Switch, Windows, Linux
Metacritic Average: 84%

It’s a game about gangsters…in a roundabout way.

For many years, Saint’s Row was seen as the doppelganger to GTA. Where GTA looks to ground itself in reality (for the most part) with its stories & characters, Saint’s Row goes in the exact opposite direction. Saint’s Row will usually take the realistic setting and blow it wide open, sure it’s a regular city, but it’s full to the brim with ridiculous weapons, over the top villains, zombies and mutants.

It would eventually take this idea too far and ruin it in Saint’s Row 4 and Gat Out of Hell, but I think Saint’s Row The Third is where the balance is just right. It gives you some fun and stupid toys to play with, but it doesn’t go too far, all of the characters and the world still feel at least somewhat grounded, which gives the wackiness the reference point it needs to even seem whacky in the first place.

It’s a game where the comedy is laced throughout and is pitch-perfect pretty much the whole time, admittedly it gets a bit hokey when it tries to be serious, but that’s a rather minor factor in the grand scheme of things. The world also has a tonne of stuff to do, without doesn’t feel too big, with plenty of activities and side quests to complete, you’re always busy but aren’t overwhelmed by how massive the world is.

Saint’s Row will probably never reach these heights again (if another game is ever even made), but this game and predecessors will undoubtedly stand the test of time.

77 – Bully

Release Date: 17th October 2006
Developer: Rockstar Vancouver
Publisher: Rockstar Games
Platforms: Playstation 2, Xbox 360, Nintendo Wii, Windows, Android, iOS
Metacritic Average: 87%

It’s a game about what your grandparents say their school days were like.

When I was talking about Rumu, I touched on its charm, and Bully has that oozing out of every aspect. It was a game that made me feel nostalgic for a time that never was. When I was in school, I never beat up other kids or snuck into places I shouldn’t have, but Bully was able to throw me back to a fictional time where I’d done all of those things.

The world design is exceptional, with kids that you would recognise, and classes that you loved, and classes you hated it was able to capture the essence of what being a tweenager in school was like in the most fun way possible. Once you’ve played Bully enough, it genuinely begins to feel like you used to when wandering around your school, being able to recognise everybody as you passed them in the hall. Even if you’ve never spoken to them or know their names, you still recognise the faces.

No game has been able to draw the feelings of nostalgia out of me as Bully did, and I doubt any game ever will again, it is a truly unique game that uses its setting to its advantage in a way no other high-school game has done to my liking.

76 – Sniper Elite 3

Release Date: 27th June 2014
Developer: Rebellion Developments
Publisher: Rebellion Developments
Platforms: Playstation 4, Playstation 3, Xbox One, Xbox 360, Nintendo Switch, Windows
Metacritic Average: 71%

It’s a game about sniping.

Like many games on this list, Sniper Elite takes a singular core mechanic and focuses its entire game around that, and most of the development is clearly spent refining that mechanic to a point.

The sniping in Sniper Elite is absolutely amazing, with realistic physics that provide a proper challenge as you sit atop your perch waiting for the perfect opportunity to strike. Everything in the game is attempting to make you feel like a sniper would in those situations. It forces you to think three steps ahead at all times, and you need to be completely aware of your surroundings.

I’ve chosen Sniper Elite 3 over the others in the series because that’s where I think the level design was at it’s best in the series. It gave you wide open spaces to let you see across the whole battlefield and take everyone down from one position. Still, at the same time, it wasn’t afraid to force you into claustrophobic areas where you are constantly at a disadvantage and having to be always on the move.

The customisable difficulty level let you fine-tune the experience to be what you were comfortable with. Though, of course, no talk of Sniper Elite would be complete without mentioning the brutal kill-cams that let you see the bullet travel through your enemy’s body. Seeing just what organ it was that you blew to bits helps give you an incredible sense of satisfaction when you nail a shot.

75 – Omensight

Release Date: 15th May 2018
Developer: Spearhead Games
Publisher: Spearhead Games
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows
Metacritic Average: 81%

It’s a game about preventing the apocalypse after it’s already happened.

Omensight is a game that’s very clever with how it tells its story. Presenting you as a being that is called upon after the world is destroyed, you get the chance to go back in time and try and figure out how to prevent the apocalypse. The catch is, you have no idea what actually caused it and the only way you can interact with the world is by following one of four key characters on the final day.

Living the final day over and over again allows you to get to grip with every detail of what happened during that final day. In addition, revisiting places several times breeds a sense of familiarity that causes you to grow somewhat of a bond with your surroundings. The way the mystery unravels as you progress is so satisfying as every re-run of the day gives you more clues to piece together how the end came to be.

The combat system is relatively simple compared to most other hack and slash games, but the movement is so fluid. It’s that sense of effortless movement that, when combined with the variety of abilities the game gives you, causes every fight to become so much fun.

74 – Wario Blast: Featuring Bomberman

Release Date: 10th August 1994
Developer: Hudson Soft
Publisher: Nintendo
Platforms: Nintendo Game Boy

It’s a game where Wario and Bomberman try to blow each other up.

A game that is pretty much on here entirely for nostalgic reasons, Wario Blast is perhaps the first game I ever really loved. Part of the reason as to why I love the villainous, bumbling idiot is in large part down to this game.

Going back and playing it now, I still think it holds up as a pretty fun game to play. It hits that mark for a casual game perfectly, as it allows the skilful players to do skilful things, while more casual players can still understand and play it with relative ease.

Everything feeds in to create a very tactile experience. The plodding movement that speeds up as the game goes on, while the music and level layout all come together to give the feeling of playing out some grand strategy, even if you are mostly just making it up as you go along. Every level has it’s own unique variants in its levels as well which means that you can never really settle into a single tactic since the game keeps changing things on you.

The boss design is also fantastic, with each boss expanding on your knowledge of the one that came before it, means that your tactics against every boss are different and continuously evolve over time. It’s the kind of game that I won’t play often, but I always enjoy when I eventually go back to it.

73 – I Expect You To Die

Release Date: 13th December 2016
Developer: Schell Games
Publisher: Schell Games
Platforms: Playstation VR, HTC Vive, Oculus Rift, Oculus Quest
Metacritic Average: 82%

It’s a game where you get yourself out of all the classic deadly spy situations.

Our first venture into the world of virtual reality on the list, I Expect You To Die is able to capture a couple of different feelings really well. The first of which is the spy movie vibe, it puts you through a charmingly fun musical opening, like from a James Bond movie. In addition to its humour being presented in just the right way to give you the feeling of a cheesy spy movie, without straying into parody territory.

Then there’s the actual gameplay and puzzle design. It provides a quick and easy way to do what is usually quite a fun experience on your own, in your home, which is, of course, an escape room. Every level is essentially a 10-minute escape room that you can play through in your own living room, which is the kind of experience that only virtual reality could really provide.

There are a whole bunch of escape room VR games out there, but I Expect You To Die’s style combined with its short playtimes make for what I think is a better, and more fun overall experience, which takes full advantage of all the opportunities VR provides.

72 – Trine

Release Date: 3rd July 2009
Developer: Frozenbyte
Publisher: Nobilis
Platforms: Playstation 4, Playstation 3, Nintendo Wii U, Nintendo Switch, Windows, Mac, Linux
Metacritic Average: 83%

It’s a game where you take three unwilling participants on a fairytale adventure.

Trine is something a bit different for this list, so much so that I’d argue there isn’t anything else out there quite like it. While it takes lots of ideas that have all been tried and tested before, it meshes them all in a way to make something that feels brand new and most importantly, fun to play.

Regardless of whether you play co-op or single-player, the level design is done in such a way, so you feel like you’re on an adventure. With a mostly linear path with the occasional secret, the focused experience that Trine provides is something that continuously engages me no matter how many times I play through it.

The storytelling is also a big selling point. While it’s not exactly one of the greatest stories to ever be placed in a video game, but the comedic tone throughout is just enough to keep me smiling as the characters interact with each other and bumble around the temples and caves you traverse in the game.

Trine is a franchise I love mostly because of its charm, which all feeds back into its gameplay to ensure that the whole thing is an enjoyable experience, and certainly something a bit different.

71 – ICEY

Release Date: 17th November 2016
Developer: FantaBlade Network
Publisher: X.D. Network Inc.
Platforms: Playstation 4, Nintendo Switch, Windows, Mac, Andriod, iOS
Metacritic Average: 84%

It’s a game about following the arrows.

Ever since The Stanley Parable popularised the idea of the meta-narrative, many copycats popped up, and almost all have failed. It quickly became apparent that it was going to take something a bit more innovative to be anywhere near as good as the original, enter ICEY.

Turning heads in 2016, this game takes the idea of a narrator who talks directly to the player instead of the character, refined it a bit and put it in the context of a 2D hack and slash. It’s a melding of genres that I didn’t think would work initially, but it came out fantastic. The writing of the narrator is just as good as in The Stanley Parable, letting you go to uncomplete levels, debug menus and making the narrator so annoyed they hack into the game just to call you a pig.

On top of that you throw in an incredibly smooth and meaty feeling combat system with a complex series of moves and combos to pull off, and ICEY becomes one of the best entries in two of my favourite game genres.

So there you have it! Thank you very much for taking the time to read this. Please, let me know what you think of all these games, either in the comments below, or on Twitter @10ryawoo. The next entry in this series will be uploaded next Wednesday, but in the mean time, come back here on Saturday, where I’ll be diving into the world of 3D Sonic games!

10 Worst Title Reigns That Followed a Money in the Bank Cash-In

The concept of Money in the Bank is one that’s inherently interesting and exciting. The idea that at any time, the briefcase holder could show up and claim their spot at the top of the company, totally changing the landscape of the WWE is something that will almost certainly never get old.

When the briefcase holder finally decided it’s their time to shine, it’s always a memorable moment, even when the wrestler in question is one the audience doesn’t particularly care for. While the action of a wrestler showing up and winning a title in shocking fashion has led to some of the most legendary WWE moments ever, the discussion surrounding it often only focuses on the win and not what came after it.

It’s all well and good crowning a new champion in memorable fashion, but the next day, work has to start on making that champion a good one; a task which has seen a surprisingly high failure rate. So that’s what I’m covering today, as, in this two-part post, I look back at what every wrestler to successfully cashed in the Money in the Bank contract did with the title after winning it. Starting with the worst.

To be clear here, I’m ranking these items on a couple of things. First, there’s the pure numbers, namely, the number of days they reigned as champion. I’m also looking at the overall quality of the titles reign. How were they booked as champion? How many great matches or interesting storylines did they take part in while holding the belt? Finally, there’s the critical matter of how that wrestler continued to be treated after losing their championship. Was their stock in the company raised to a level above what they were at before holding the briefcase? Or did they just sink straight back down to where they were or – in some cases – did they sink even further?

I’m also not counting Asuka in this list as her title reign is still ongoing and I don’t think it would be fair to rank it yet.

So, with that in mind, let’s get going with these rankings.

10 – Alberto Del Rio – 2011
(WWE Championship)

Cashed In At: Summerslam 2011
Won Title From: CM Punk
Days As Champion: 35
Lost Title At: Night of Champions 2011
Lost Title To: John Cena
World Titles Since: 3

When people think back to the summer of Punk and how it was utterly squandered by WWE before suddenly changing their minds and course-correcting in November, what people tend to focus on in regards to Summerslam 2011, is Kevin Nash. I can’t say I blame anyone for doing so because let’s be real here, it was 2011 and this is Kevin Nash, whose physical prime was in about 1987; I know that’s before he was famous but, in many ways, that’s the point.

Anyway.

What I’d like to look at here is the oft-forgotten clusterfuck that the WWE title went through following Kevin Nash’s attack on Punk as Alberto Del Rio cashed-in his contract and became champion. The move itself was a terrible one. Punk was arguably hotter than any superstar in WWE had been since the attitude era and to not give him the chance to have a run at the top in favour of the unproven Del Rio seemed like it was throwing money directly in the bin.

Realising this, WWE knuckled down and made Del Rio into a legitimate main-eventer who wowed crowds the world over.

…hmm? What? What is it? That didn’t happen? Well, what did?…you serious? Wow, ok.

The night following his win over Punk. CM Punk decided he would get justice for this crime by…not attempting to get a rematch and went after Nash. Instead, Del Rio successfully defended his title against Rey Mysterio is a pretty decent match (unlike Swagger, Del Rio was actually a respectable in-ring competitor). It seemed like WWE might actually be trying to make something of him.

Then, just over a month later, he lost the title to John Cena. I’d love to give more detail, but that’s really it. Nothing even remotely interesting surrounded it, Del Rio and Cena had a match, Cena won, job done.

That brings up an interesting point because, based on that, I imagine you’d think that this reign should be much lower down on the list. The thing is, Del Rio actually wins bonus points in the last category of my criteria because, despite being a shitshow, Del Rio did actually see his stock in the company raise significantly following this title reign.

He won the title back from Cena just two weeks later. Although he would lose it back to CM Punk rather quickly, he was still treated as a legitimate upper midcarder in the following years. He even saw two more fairly substantial reigns with the World Heavyweight Championship a couple of years later.

So, even though his actual title reign was awful, the longlasting effects of it were beneficial to Del Rio, so the whole endeavour has got to be given some credit. Not much, mind, but some.

9 – Randy Orton -2013
(WWE Championship)

Cashed In At: Summerslam 2013
Won Title From: Daniel Bryan
Days As Champion: 28
Lost Title At: Night of Champions 2013
Lost Title To: Daniel Bryan
World Titles Since: 2

When I was first putting the research together for this list, I had honestly anticipated Orton’s title reign to be among the top. In my mind, he had cashed in at Summerslam and then held the title all the way through to next year’s Wrestlemania, but that’s actually not the case.

Instead, after Orton teamed up with Triple H to ruin Daniel Bryan’s crowning moment, Orton was immediately thrown into a rematch with Bryan at the next Pay-Per-View, Night of Champions. At this show, Bryan won the title back…for about 23 hours. It transpired the next night on Raw that the referee, Scott Armstrong, had performed a fast-count (sort of) for Daniel Bryan’s successful pinfall attempt. Even though it was made very obvious that Triple H had paid Armstong to do this deliberately, it was used as grounds to strip Bryan of the title.

Now, you might have noticed there that I only spent a single sentence talking about Orton’s reign. That’s because it’s roughly how important it was to all of this. Despite, being dubbed “the face of the WWE” he was just being used as a surrogate for Triple H, who wasn’t an active wrestler at the time.

While the number of world titles Orton won after this is just two, don’t let that fool you. Orton was already a certifiable megastar in WWE and had firmly secured his spot as a future legend for the company. After (eventually) winning the WWE title back thanks to various people being paid to screw over Daniel Bryan, he held it all the way through until Wrestlemania 30, where Bryan would reach the crowning moment of his career (for real this time).

Orton was a fantastic foil, but as it stands, all of that is moot in regards to his place on this list, because the fact is, the title reign following his Money in the Bank cash-in was a total non-factor in just about every conceivable way.

8 – Alexa Bliss -2018
(Raw Women’s Championship)

Cashed In At: Money in the Bank 2018
Won Title From: Nia Jax
Days As Champion: 63
Lost Title At: Summerslam 2018
Lost Title To: Ronda Rousey
World Titles Since: 0

The main problem with this reign is that it actually came at the end of Alexa Bliss’ first run at the top, instead of the beginning. Had this whole thing happened in reverse, this would probably be top 5 material because Alexa Bliss’ run at the top of BOTH the Smackdown & Raw women’s divisions throughout late 2016, 2017 and early 2018 were fantastic.

Bliss had been conquered at Wrestlemania 34 earlier that year by Nia Jax after seeing well over a year dominating WWE’s women’s division, so when she won the briefcase, it seemed odd, especially in the face of brilliant up-and-comers like Ember Moon. We didn’t have to wait long to find out what WWE’s game was though, as later on that night, Bliss would interfere in the Jax/Rousey match and cash-in her contract.

This seemed to be done for a couple of reasons. For one thing, Nia was not popular and, despite being a face, fans did not really care for her as the Raw Women’s Champion. The second was that WWE wanted to hold off on crowning Ronda as champion until Summerslam, but that was 2 months away, so they needed a story to tide themselves over in the meantime. So, why not revisit the Wrestlemania feud between Nia and Alexa? What’s that? Because we’re all sick of it? Pfft, who gives a shit?

As it stood, Alexa did a fine job as champion, by this point in time, she had an evident grasp on her heel persona and was as brilliant with it as she always was. The match the pair had at Extreme Rules was pretty decent too, thanks to a bunch of chaos injected by Ronda Rousey and Mickie James’ presence at ringside.

The main problem with this reign is that there was no drama to it because we were all just waiting for Ronda to win the title at Summerslam. I’m not saying that was a bad thing, I seem to be one of the only wrestling fans that enjoyed Rousey’s run as champion, along with believing she’s a great wrestler, but whatever. My point is, there was never any goal for Bliss’ title run other than to stall for time until Summerslam.

As I mentioned at the beginning, despite having many reigns as Raw & Smackdown women’s champion, this reign happened right at the end of that period, and as such, she’s only moved down the card since. She’s currently doing a fantastic job as one-half of the tag team champions. Still, she in no way benefitted long-term from holding the briefcase after everything else she’d already accomplished.

7 – Jack Swagger -2010
(World Heavyweight Championship)

Cashed In At: Smackdown 30th March 2010
Won Title From: Chris Jericho
Days As Champion: 79
Lost Title At: Fatal 4 Way 2010
Lost Title To: Rey Mysterio
World Titles Since: 0

JACK ONE TWO.

Honestly, I hate that theme so much, but it’s going to be in my head for the next week, and I may as well try and take you down with me.

All the other title reigns I’ve covered so far on this list have all been bad because of some sort of exceptional circumstances or completely bonkers booking decision that was made by WWE that ruined the whole thing. This title reign isn’t like that. While it’s still relatively short, clocking in at just under 3 months, it’s a hell of a lot longer than any other reign I’ve covered so far. There wasn’t any weird or stupid booking that occurred during it, and he didn’t lose the title in any kind of unusual way. So what makes it so bad?

Well, it’s actually quite simple. The thing that made this title reign among the worst on this list was Swagger himself. I hate to say this because his current work in AEW is delightful, but he just wasn’t ready in 2010. He had a good look to him, and he even had a legitimate amateur wrestling background to boot. Unfortunately, he was yet to find a personality or in-ring style that clicked with audiences.

As a direct consequence of this, there was usually very little interest in any of his major title feuds. He got some solid wins under his belt against the likes of Chris Jericho and even a clean Pay-Per-View victory over Randy Orton. The problem is that those matches were crap. The veterans did what they could for Swagger. However, the more he wrestled, the more obvious it became to everyone watching that he hadn’t built up the ability to carry a world title and it’s no surprise that none of his PPV title defences ever got the main event spot. Combine this with a personality that had little-to-no charisma, and it became clear that this wasn’t going to work.

It’s a shame because something like this is the whole point of what I believe Money in the Bank should be. It’s a rocket to strap to someone’s back to give them the chance to prove that they’re world championship material. Unfortunately, using it on untested wrestlers is always going to lead to some failures, and this was the case with Swagger.

6 – Dolph Ziggler – 2013
(World Heavyweight Championship)

Cashed In At: Raw 8th April 2013
Won Title From: Alberto Del Rio
Days As Champion: 70
Lost Title At: Payback 2013
Lost Title To: Alberto Del Rio
World Titles Since: 0

Ziggler’s cash-in is one of those moments that you could use to singlehandedly justify the existence of the Money in the Bank concept. I’m a sucker for watching a crowd go absolutely mental for something and the moment Ziggler’s music hit on 8th April 2013 is one of the biggest, most excited reactions I’ve ever heard from a wrestling crowd.

Unfortunately, that night is about where the good times stopped. However this time, it wasn’t directly WWE’s fault. Ziggler was initially set to defend the title at the Extreme Rules Pay-Per-View that May. Sadly, that match would never happen as Ziggler suffered a concussion at a Smackdown taping and was taken off of TV for a month to recover.

When he made his return, he reignited his feud with Alberto Del Rio, the man he had won the title from and their match at Payback was a surprisingly well-told story that was able to successfully execute the rare “double turn”. Del Rio ruthlessly targetted Ziggler’s head (playing off of the concussion angle), and Ziggler pressed on, resilient as ever, reversing the face/heel roles going into the match.

As good as this was, it was also the end of Ziggler’s title reign. A rematch was scheduled for the next Pay-Per-View (Money in the Bank, funnily enough) and Ziggler’s entourage, consisting of AJ Lee and Big E Langston, turned on him and cost him the match. After this, Ziggler abandoned his world title pursuit in favour of getting revenge on his former friends.

Ziggler would have a small handful of world title matches in the years since, but he’s never been in with a chance of actually winning. While his cash-in has undoubtedly immortalised him in the minds of modern fans, the unfortunate events that followed it did nothing to elevate his long-term standing in the company.

5 – Rob Van Dam – 2006
(WWE Championship)

Cashed In At: ECW One Night Stand 2006
Won Title From: John Cena
Days As Champion: 22
Lost title At: Raw 3rd July 2006
Lost Title To: Edge
World Titles Since: 0

This is a case is just a bit sad, more than anything else. This is because if things had gone as they were originally planned, this probably would’ve landed towards the top end of the list. Sadly, as it often does, real-life got in the way and put a premature end to this story.

RVD’s cash-in at ECW One Night Stand is one of the better cash-ins we’ve ever been greeted by. Taking place at the second version of the event, this match was actually a full-length affair due to RVD announcing his intensions to cash-in on Cena in advance of the event. It was the kind of beautiful chaos that reminded us all of the good ol’ ECW days, resulting in the man who was arguably ECW’s biggest star during its lifetime winning WWE’s grand prize.

Things started off in promising fashion. Heyman reinstated the ECW Champion and gifted it to RVD, making him a double champion. RVD retained the title against Edge at the Vengeance Pay-Per-View and then retained the ECW Championship against Kurt Angle just two nights later in a pair of quality matches. Things were going well, and RVD was riding a wave of momentum. Unfortunately, things were about to come crashing down.

In the early hours of 3rd July, RVD and fellow ECW alumni Sabu were pulled over by police for speeding on the highway. While they were being questioned by the police, the car was searched, they were found to be in possession of hash and were arrested. This was a direct violation of WWE’s Wellness Policy and was technically a firable offence. They weren’t fired, however, a triple threat match where RVD defended the WWE title against John Cena and Edge was immediately scheduled for Raw that night where Edge walked away as the champion. The following night on ECW, RVD lost his ECW Championship to the Big Show, and he was promptly suspended for 30 days.

It’s impossible to know how far RVD would’ve gone with the title had this incident not occurred, but if the first few weeks were any indication, it probably would’ve been something really memorable. As it stood, RVD would leave WWE in 2007 and would only return for brief stints in the midcard in the years following. As such, he never reached the world title scene again.

4 – CM Punk – 2008
(World Heavyweight Championship)

Cashed In At: Raw 30th June 2008
Won Title From: Edge
Days As Champion: 69
Vacated Title At: Unforgiven 2008
World Titles Since: 6

After being moved to Raw in the 2008 draft, CM Punk immediately made his presence felt on the red brand by taking advantage of a laid-out Edge (courtesy of Batista) to crown himself World champion for the first time in his WWE career. Almost immediately, things didn’t look to be favouring the new champion. Less than a month into his reign, Punk was forced to defend his title against Batista. While he did retain the championship, it was only via Disqualification after Kane appeared and attacked both men.

A rematch was scheduled for the next night on Raw, which had a near-identical outcome, as the match ended in a no contest, allowing Punk to retain once again. This led to an odd situation in which Batista turned his hunt towards John Cena’s WWE Championship (for seemingly no reason at all), and JBL targetted Punk’s title instead. This admittedly went better for Punk, as he was able to get a pinfall win over JBL at Summerslam, although it must be said that there was little exciting or unique about the match, due in part to the fact that it was buried under much bigger matches.

So far, so standard for WWE in the late 00s right? Well, you’re not wrong, and if Punk had actually lost his title in a match, then this might have jumped up several spots on the list. However, WWE managed to make it so much worse than it needed to be.

Going into Unforgiven, CM Punk was set to defend his championship in a 5-man championship scramble, featuring Kane, Batista, Rey Mysterio and JBL. Unfortunately, Punk never got to the match as earlier in the night, he was attacked by Randy Orton’s Legacy stable and was deemed unable to compete, thus forfeiting the championship. While this might have made sense if Punk had suffered some sort of legitimate injury and couldn’t take part in the match, that wasn’t the case, Punk was perfectly healthy and even wrestled the next night on Raw.

Instead, for whatever reason, WWE saw fit to simply take the title off of Punk for basically no reason, coming up with the lamest of excuses to do so in kayfabe. Punk had a rematch with the eventual winner of the championship scramble, Chris Jericho (who was announced as Punk’s replacement), the next night on Raw. He lost, and that was that. The weirdest part about all of this is that Punk wouldn’t even attempt to seek revenge on Orton for this until 2011, where he suddenly remembered it and used it as the basis for their Wrestlemania 27 feud.

Without taking into account the way it ended, this championship reign would’ve been slightly below average at best. Still, when you take into consideration that Punk never even got the chance to lose the title in the ring, the whole thing becomes an absolute joke. Amazingly, it would take another 6 years of this kind of treatment for Punk to walk out of the company.

3 – Edge – 2005
(WWE Championship)

Cashed In At: New Year’s Revolution 2006
Won Title From: John Cena
Days As Champion: 21
Lost Title At: Royal Rumble
Lost Title To: John Cena
World Titles Since: 10

You know what they say: first’s the worst…almost.

With the hindsight of the greatness that Edge would go on to achieve throughout his career, it’s easy to fool yourself into thinking that Edge’s first title reign was just another glorious accomplishment in his long list of career highlights. Unfortunately, the reality of the matter is quite different. As iconic as his cash-in was, very little of interest would follow, and it wouldn’t last very long.

The “live sex celebration” became a very memorable moment in WWE history for obvious reasons, but it wasn’t actually any good. What followed it was a pretty decent micro-feud where Edge put away Ric Flair in a TLC match of all things. However, following that, the man Edge had stolen the title from, John Cena, came knocking and it was all over.

Cena was already growing a bit of reputation as the guy who wins every title match regardless of whether it’s actually a good idea, a trend was not about to be bucked. Cena had his rematch against the Rated R Superstar less than a month after he lost the title and if you need to me to tell you who won, then clearly you haven’t been paying attention.

Cena would go on to main event Wrestlemania 22 against Triple H, while Edge got himself into a feud with Mick Foley. While this feud and the match that came from it were brilliant, it wasn’t the world title match that we had all hoped Edge would be partaking in that year. In the years since New Years Revolution 2006, WWE has framed the moment of Edge’s first cash-in as the real moment he seized the main event scene in WWE by storm. In reality, it would take at least another six months for him to get a world title reign that aligns with the legendary status his career is held to today.

2 – Brock Lesnar – 2019
(Universal Championship)

Cashed In At: Extreme Rules 2019
Won Title From: Seth Rollins
Days As Champion: 28
Lost Title At: Summerslam 2018
Lost Title To: Seth Rollins
World Titles Since: 1

When it comes to elevating a wrestler, that was obviously never the intention with this one. Brock Lesnar is inarguably the biggest megastar of WWE’s modern era, and there was literally no way possible that his stock could be elevated any higher than it already was. Instead, Brock’s acquisition of the briefcase and subsequent title reign served the singular purpose of creating an excuse to have a full-length rematch of Brock Lesnar vs Seth Rollins, which had lasted a mere two minutes at Wrestlemania 35 earlier in the year.

The match in question turned out to be a great one. Rollins fared exceptionally well against a version of Lesnar who was very clearly “on” that night at Summerslam. It was easily the match of the night and reminded people of what a brilliant wrestler Rollins is, during a time where character stagnation and letting out his frustrations at the fans on Twitter was causing audience investment in him to plummet.

That said, the result was a title reign that was, quite frankly, pointless. It consisted of just two matches, the cash-in where Lesnar won the title and the rematch at Summerslam where he lost it. While I don’t doubt the fact that the Rollins/Lesnar rematch was the right move for Summerslam, I don’t think the Money in the Bank briefcase was even remotely required to achieve that. As has been shown countless times in the past, the only justification you need for Lesnar getting a title shot is Lesnar showing up on Raw and declaring he wants one.

As I said, this entry gets a higher entry than Sheamus’ purely because it was more successful in executing its primary goal. That said, it was still a waste of the Money in the Bank concept and deprived another wrestler of the opportunity of a lifetime.

1 – Sheamus – 2015
(WWE Championship)

Cashed In At: Survivor Series 2015
Won Title From: Roman Reigns
Days As Champion: 22
Lost title At: Raw 14th December 2015
Lost Title To: Roman Reigns
World Titles Since: 0

Traditionally, the purpose of the Money in the Bank briefcase is to take a wrestler who hasn’t quite got their breakthrough into the main event scene yet and strap a rocket to their back to turn them into a verifiable megastar. So I don’t think it’ll be much of a surprise that Sheamus’ title reign landed last on this list when you consider that its entire purpose was to get someone else over. That someone else being Roman Reigns.

The thought process behind this title reign was a simple and surprisingly clever one. The audience at large were still staunchly against Roman Reigns as the face of the WWE, favouring more versatile wrestlers such as Dean Ambrose or Kevin Owens. So the conundrum for WWE was simple, how do they make everyone happy about Roman Reigns winning the WWE title? Enter Sheamus.

Sheamus tends to be quite a polarising wrestler, but the most prominent opinion of him amongst fans (myself included) is that he’s got a lot to offer the company as a tough midcard wrestler. However, as a main-event competitor, he’s always been quite underwhelming. So the idea was simple. If Sheamus wins the WWE title, then everyone will hate that, so when Roman Reigns wins the title from him, everyone will love it.

As cynical and shortsighted of a plan as it was, it absolutely worked. Although the match between the pair at 2015’s TLC event – where Sheamus retained the title – wasn’t all that great, the rematch the next night on Raw (featuring Vince McMahon as a special guest referee) went down an absolute treat as fans screamed their approval when Roman Reigns ended Sheamus’ run at the top.

While this title reign did technically serve its intended purpose, that purpose was an inherently flawed one that not only failed to give Sheamus any kind of longlasting credibility as a main event level competitor, but didn’t even create any longlasting goodwill for Roman Reigns. By the time 2016 rolled around, the audience was back to their Roman loathing ways, booing him out of every arena he entered.

Everything about this title reign was an absolute failure and a complete waste of the briefcase.