Game of the Year 2021

While I wouldn’t consider 2021 to be a particularly great year for games, there were a few welcome surprises along the way. Even when the Triple-A scene is fairly barren, the indie market continues to thrive like it has for the past few years, making sure I’ve got a fully rounded-out list of great games.

11 – Toodee and Topdee

Release Date: 4th August
Publisher: dietzribi
Developer: dietzribi
Platforms: Windows

It’s a trend, almost to the point of mockery, that half of the indie scene on Steam is 2D platformers, and I’d be willing to bet that a good chunk of them were top-down puzzlers too.

Combining the two genres is something that seems impossible on the surface, but this game cleverly highlights the similarities between the two. A puzzle game was definitely the right angle to take, and there’s a lot of clever mechanics to be had here.

I always like the idea of puzzles games, but often they lose me halfway through. This is either because they’re so easy I breeze through them or impenetrably difficult. For whatever reason, this game managed to sit right in my sweet spot. I found every puzzle challenging in a new way, but I was eventually able to solve them after thinking about it for a while.

Despite not being a very long game, they manage to mix a lot of fresh ideas in there. Almost every level adds something new or looks at an established mechanic in a new way. It never gives you a chance to settle into a groove, which is good for a puzzle game because it keeps your brain whirring away.

10 – Flynn: Son of Crimson

Release Date: 15th September
Publisher: Humble Game
Developer: Studio Thunderhorse
Platforms: PlayStation 4, Xbox One, Nintendo Switch, Windows, Mac

I’ve already used my joke about 2D platformers on the last one…

Often my favourite games are the ones that do something brand new or put a unique spin on an old concept. Flynn isn’t really like that. It’s not breaking new ground for the 2D Platformer or the sidescrolling hack and slash, but it’s an extremely good version of both genres.

The combat is pretty light, but that’s usually what I’m in the good for in games like this. It doesn’t get much more complex than knowing when to dodge and when to strike, but it doesn’t need to. The game drip-feeds you new weapons at a steady pace that slowly allow you to mix up your playstyle, and that’s all it needs to stay fresh for the duration. The boss fights have a classic feel, although those well-versed in the genre might find them a bit easy.

The animation is a real highlight. The way it creates the energy effects with just a few frames and pixel styling is beautiful in its way. Indie animators really seem to have nailed how to do so much with so little. Ultimately, Fynn: Son of Crimson will please anyone who likes 2D hack and slashes.

9 – Voice of Cards: The Isle Dragon Roars

Release Date: 28th October
Publisher: Square Enix
Developer: Alim
Platforms: PlayStation 4, Nintendo Switch, Windows

A tabletop style JRPG?! Hook it directly into my veins.

To be frank, the themeing and style absolutely carries this game on its back. Without it, this wouldn’t have even entered my radar, and I can’t say I would’ve liked it as much either.

That’s not to disparage it entirely. The combat systems and story on the table are fun, but they are also flawed in some key areas. I’m willing to overlook those flaws, though, because the overall thematic experience the game offers is very strong.

The combat system is a fairly simplistic one – at least, as far as modern JRPGs are concerned – slowly building up currency that every character needs to attack makes for a strategic balancing act that no other genre can quite match. That said, it isn’t breaking any new ground, and by the time players are in the late game, it gets a bit repetitive.

The story is solid and hits all the beats it needs to, but I failed to connect with the characters in the way that I do with some of my favourite JRPGs. However, like I said, the tactile nature of the tabletop style wraps it up in a package I adore. Hand of Fate might do this theme a bit better, but when it mixes a JRPG into things, I just can’t stay away.

8 – Unpacking

Release Date: 2nd November
Publisher: Humble Games
Developer: Witch Beam
Platforms: Xbox Series X/S, Xbox One, Nintendo Switch, Windows, Mac, Linux

A game I finished the same afternoon I started it, Unpacking is a cosy game that sticks in mind despite being just a couple of hours in length.

What makes it so special to me is its capacity for storytelling. The fact that with no dialogue, or even a single character shown on screen, it comprehensively tells the entire story of the first half of someone’s life. From their very first bedroom as a child, all the way through to moving into a place of their own with a partner.

Psychologists will tell you how we’re all shaped by our environment and how we can shape our environment to shape us, but this game really shows that to you. The objects this person owns slowly gives you a comprehensive look at who they’re going to become and who they want to be. Meanwhile, the environment around you and what you can and can’t touch tells you about the people around them.

The objects they carry with them from place to place and the ones they leave behind give you a sense of hobbies and ambitions they’ve left by the wayside or are still trying to pursue. It’s a very realistic story told through a cosy lens, and I’ve never seen anything quite like it.

7 – Portal Reloaded

Release Date: 19th April
Publisher: Humble Games
Developer: Witch Beam
Platforms: Xbox Series X/S, Xbox One, Nintendo Switch, Windows, Mac, Linux

With every passing year, it seems less and less likely that a Valve official Portal sequel/prequel/whatever is going to grace the world. It’s possible the series gets the Half-Life: Alyx treatment at some point during the new few years, but it’s impossible to say.

In the meantime, plenty of fan-made Portal games have come out to varying degrees of success. They all play around with interesting ideas, but I think Portal Reloaded is by far the best yet.

The new mechanic for this standalone mod is Time Travel. A third portal allows players to go into the same test chamber in the past and move stuff around there. This sets up a brilliant scenario where things in the past affect the future, and things from the future can be brought into the past, but not the other way around. The ability to switch between each at any time means that everything can essentially be in two places simultaneously.

Once again, this hits the puzzle sweet spot for me. It had me really scratching my head at times, but I was always able to eventually connect the dots and feel very smart by solving it. Even if it did take me an hour to get there.

6 – Far Cry 6

Release Date: 7th October
Publisher: Ubisoft
Developer: Ubisoft Toronto
Platforms: PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Windows

Despite my general lack of interest in the First Person Shooter genre, I’ve always had a soft spot for the Far Cry franchise. There’s something I find wonderful addicting about Ubisoft’s style of open-world design, they tap into my completionist side in a major way.

Additionally, I really like the game’s shooting mechanics. They’re not very complex, but the wide array of weaponry on offer means there’s enough to think about to keep me engaged. I’m always aware of what guns are useful in what scenarios and how I can best use them.

At its core, this was a decent entry in the franchise. I don’t think it’s better than 5, which is my favourite, but the world felt different enough and had plenty of activities I enjoyed to keep me engaged. That said, I didn’t actually finish it. I probably will eventually, in 3-4 months I’ll get the itch to play it again, but for now, I’m satisfied with where I got to.

At the end of the day, anyone who’s been into gaming for a while will know whether or not they like this franchise by now, so there’s not much more to say.

5 – Chicory: A Colorful Tale

Release Date: 10th June
Publisher: Finji
Developer: Greg Lobanov, Alexis-Dean Jones, Lena Raine, Madeline Berger
Platforms: PlayStation 5, PlayStation 4, Windows, Mac

Chicory is another relaxing indie game, but in a different way to Unpacking. Where Unpacking tells a warm and simple story, Chicory looks to dive a bit deeper.

At its core, I saw Chicory as a story about learning to love your own creations. Everyone creates things in some way, and most will have experiences in being unable to see past the flaws in what they’ve created. The idea of the tortured artist who hates their work has been seen in media plenty of times before, but there’s usually a twisted romanticised feeling to it.

Chicory doesn’t glamourise these internal struggles; instead, it takes a much more grounded look at it. When I see Chicory and the player character struggle mentally, I see a very honest representation of what the creators have gone through. It’s something many people will have experienced at some point, yet portraying it in fiction can often be difficult. That’s why I think this game should be commended so highly.

On top of that narrative, there is some fun puzzle gameplay that connects everything up nicely. It wasn’t too difficult, and I only struggled in a couple of places (the hint system is adorable, by the way), but how everything interacted made each puzzle fun to complete.

The boss fights are great, too, even if they are quite forgiving. The tone of the game changes so deliberately and drastically that they really feel intimidating and impactful opponents. It ties the gameplay back into the narrative perfectly.

4 – Dodgeball Academia

Release Date: 5th August
Publisher: Humble Games
Developer: Pocket Trap
Platforms: PlayStation 4, Xbox One, Nintendo Switch, Windows

A far more joyous experience now, Dodgeball Academia is light, humorous and an overall blast from start to finish.

It’s about a school that is all about learning to be great at dodgeball, a game I have a lot of fondness for from my own school days. The combat gameplay really does it justice, too. Everything’s in real-time, and the different aspects of play like the scrambles for the ball, the near-miss throws and expert dodges capture what I love so much about the real game.

Then, it piles on lots of different powers and effects that both the balls and characters hold, and you end up with a surprisingly complex combat system. The RPG-style progression system was the right choice to back this up, too, and it made for some brilliantly challenging battles.

The tone of the game makes it stand out as well. Sometimes it tries a bit too hard with the jokes, but the light-hearted feel brings a tremendous sense of joy to the experience. The characters are over the top, and the story events are whacky in exactly the right way. It meant that the whole experience was still lodged into my brain half a year later.

3 – Scarlet Nexus

Release Date: 24th June
Publisher: Bandai Namco Entertainment
Developer: Tose, Bandai Namco Studios
Platforms: PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Windows

When new JRPGs come along, especially new IPs, I quickly want to jump on the bandwagon and see what they’re about. I don’t always click with them, but I don’t mind that because finding the ones I adore is such a rewarding experience (see my journey with the Xenoblade games).

The thing about Scarlet Nexus is that there are plenty of things I don’t like about it. However, in spite of those things, I couldn’t quite pull myself away from it until the credits.

Starting with the narrative, I think it’s very strong but could’ve been told better. I don’t really see the point in splitting the story into two separate campaigns. I know the start and end are virtually identical either way, but the sections in the middle felt very weirdly paced, and it was because chunks of it had been taken out and put in the other campaign.

That said, I did really enjoy what was on offer. It took me a little longer than usual to get my footing in the world, but once I did, I had great investment in the story’s outcome. A big part of this was the cast of characters on display, who I enjoyed a great deal.

The thing about the characters is that they’re all kind of unlikable. JRPGs with big casts of party members are often like this, but I feel Scarlet Nexus steps over the line of “quirky” to unlikable. However, I don’t mean that as a bad thing. While it did put me off the characters in the beginning, digging deeper into what drives them to be this way was compelling.

I found it especially interesting that, even when the story progresses and the characters open up, they don’t change who they are a great deal. Instead, the player (and the protagonist) have a deeper understanding of them as people and appreciates them more because of it.

The gameplay was plenty of fun, too. I’m glad it was real-time combat, as I suspect I would’ve gotten bored with turn-based in this scenario. The SAS led to loads of different battle tactics, and the slow way in which its complexity opened up made for a very satisfying progression curve.

Ultimately, Scarlet Nexus doesn’t rank among my favourite JRPGs, but I’m still very glad I took the time to play it.

2 – Metroid Dread

Release Date: 8th October
Publisher: Nintendo
Developer: Mercury Steam, Nintendo EPD
Platforms: Nintendo Switch

While I’ve immersed myself in the Metroidvania genre over the years, I’d never actually played a proper 2D Metroid game before Metroid Dread. It was a surprise when it was announced, and I was immediately excited.

What I think it did more expertly than most Metroidvanias I’ve played is guide the player without letting the player realise they’re being guided. It’s not perfect, and there were some points where I thought it was too heavy-handed, but it took me quite a while into the game to notice how it was gently pushing me in the right direction.

Metroid purists might dislike that fact about it, but if I had total freedom in a world that big, I’d be constantly getting lost and frustrated, and eventually, I’d just give up. It was the perfect level of help that I needed to keep me going along without feeling too restricted.

That’s not to say it didn’t allow exploration because it definitely did. While the critical path was rarely hidden, it still readily rewarded players for remembering where the roadblocks were and identifying the new tools that could be used on them. It managed to have the best of both worlds in that regard.

The combat system was a bit fiddly at times, but the overall design of the major fights, especially the bosses, were brilliant. I’m a big fan of classic boss-fight design, with varied attack patterns that require expert movement and timing to dodge.

Everything came together for a true modern classic and reminded everyone why Metroid has an entire genre named after it.

1 – Bravely Default 2

Release Date: 26th February
Publisher: Square Enix, Nintendo
Developer: Claytechworks
Platforms: Nintendo Switch, Windows

Well, I wasn’t even remotely surprised by this outcome. After 2020 gave me one year off from JRPGs topping my Game of the Year list, Bravely Default 2 put me back in my place with an engaging story, lovable characters and compelling combat.

While, truth be told, I wouldn’t put this on the level of Octopath Traveler or the Xenoblade games, I still absolutely adored my time with Bravely Default 2. The combat system balances the classic turn-based JRPG style while sprinkling in just a dash of modern innovation.

The Brave & Default commands gave every battle an innate layer of strategy to every battle, even the random encounters. Knowing when to hold back and build up attacks or charge forward and take several at once meant I was actively thinking at all times.

The freedom the class system gave was brilliant too. Octopath’s style of having a character’s primary class set in stone gives a stronger sense of character; however, Bravely’s style of giving full customisation made strategising much more fun.

With 24 different classes to choose from, all having unique abilities and useful scenarios meant that I was able to find a strategy that perfectly suited my playstyle. The rate at which they’re introduced to the player is perfect, and it meant that I was looking to experiment when I got a new class, and I’d always try it out in my party. I never felt like my loadout was set or that I was always relying on the same strategies.

The overall story is a lot of endearing JRPG nonsense, but I don’t think it needed to be particularly stellar. The characters were clearly defined and likeable enough that they carried the narrative on their backs, even when the plot was a bit lacking.

At its core, Bravely Default 2 is a modern version of the classic JRPG formula, a formula I adore. I doubt I’ll replay it any time soon, but I will most certainly reminisce on my time with it fondly.

My Favourite “Old” Games I Played For The First Time In 2021

Obligatory reminder that “Old” in this context just means “released before 2021”.

2021 hasn’t been a fantastic year for games, on the whole. That’s not to say there haven’t been any good ones, but the list of major releases this year felt pretty lacking compared to the past few. I mean, the reasons why are fairly apparent, but still.

However, that just means there’s been more time for me to play some of the games from previous years that passed me by, and I played some really great ones this time around.

REALLY great.

As in, I got a new favourite game of all time this year…but we’ll talk about that in a bit. As usual, I’ll be updating my 100 Favourite Games list throughout this piece, stating the ranking I’d give to any game I felt deserved a spot.

9 – Slime Rancher

Release Date: 1st August 2017
Publisher: Monomi Park, Skybound Games
Developer: Monomi Park
Platforms: PlayStation 4, Xbox One, Windows, Mac, Linux

Interestingly, I was partly convinced I’d already played Slime Rancher at some point, but it turns out I didn’t even own it until this January, so I immediately jumped on it.

This kind of game has had its formula perfected by this point, so new games don’t necessarily need to do much innovation to be great. All they really need to do is have a strong sense of theme and enough explorative elements to stop things from getting too repetitive.

Slime Rancher is brilliant at that. Its map isn’t particularly huge, but it carefully staggers the rate at which you can explore it to ensure you’ll always be working toward something. Even with such a limited inventory, it was always a great thrill to come home with many new slimes and things to feed them.

The game’s story and atmosphere were nice and warm too. It’s fairly simple, but life-sim games don’t need huge & complex plots to be memorable. This tale of lovers forced apart is one of those bittersweet things that hits you in just the right way to stay with you for a while after the game is over.

Technically, players can keep going infinitely, but personally, I found the credits rolled at just the right point in the game, and I was satisfied to leave it there, which is something not many games like this can manage.

8 – Fable 3

Release Date: 26th October 2010
Publisher: Microsoft Games Studio
Developer: Lionhead Studios
Platforms: Xbox 360, Windows

This is a game that I’ve wanted to get into for a long time. I finally got around to finding a PC version of the game, and I had a great time with it.

I’m aware that the Fable series comes with a bit of a stigma of disappointment thanks to Peter Mollenuex’s propensity for overpromising and underdelivering, but since I wasn’t exposed to any of that, it didn’t affect my experience in the slightest.

It was far from a difficult game, that’s for sure, but I didn’t really care about that because the world was such a fun and engaging place to be. There are plenty of other games out there that offer deep lore and endless sidequests, but that isn’t what this game wanted to be, and I love what it is instead.

The aggressively British charm is naturally going to appeal to me, and recognising the voices of various British comedians I didn’t know voiced in the game never ceased bringing me joy. It’s a cartoony world, but it felt so alive. It drove me to try and reach that good alignment no matter what else I did.

Being king/queen was a lot of fun too. Admittedly, the banking system does break the challenge of it, but so few games give you that proper experience of ruling a kingdom. It was so endlessly charming how people would come to you and ask you to make key decisions about the world you’d spent the first half of the game exploring.

Place on 100 Favourite Games List: 89

7 – Professor Layton and the Lost Future

Release Date: 27th November 2008
Publisher: Level-5, Nintendo
Developer: Level-5, Matrix Software
Platforms: Nintendo DS, Android, iOS

When I initially wrote my 100 favourite games list a few years ago, there were a couple of games that I managed to forget, and perhaps the most noteworthy one is the Professor Layton games.

At the time, I had only played Curious Village and half of Pandora’s Box, but I still had lots of fun exploring the world and completing the puzzles. This year, I endeavoured to play more of the series, and I’m now 4 games in. They all offer very similar experiences, but the one that I think is the most tightly crafted so far is Lost Future (known as Unwound Future outside of Europe).

All Layton games have a great selection of puzzles on display. They’re genuinely great puzzles too. While the early game is generally filled with very simple riddles that can be breezed through, towards the end, I came across some genuinely challenging ones that make me feel smart to solve.

What separates all of the games in the franchise, though, is the story, and that’s where this game stands out. Layton’s worlds are strange in just the right ways, and Lost Future draws you in immediately with a fantastic premise. The idea that a future London is being ruled by an evil Layton is the kind of concept you can’t turn your nose up at. It gets perhaps a little ridiculous towards the end, explaining how time travel wasn’t actually involved, but in a weird way, that just made it more fun.

Place on 100 Favourite Games List: 71

6 – Hades

Release Date: 17th September 2020
Publisher: Supergiant Games
Developer: Supergiant Games
Platforms: PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Nintendo Switch, Windows, Mac

During 2020, I rolled my eye sat a lot of Roguelike/lite Dungeon Crawlers. I was a bit tired of the genre, having played so many over the past few years, which meant that when the entire internet started heaping praise upon Hades, I decided I wasn’t going to bother.

I wish I hadn’t, though, because I finally got my hands on it in January this year, and I loved every second of it. While it doesn’t really break any new ground in the genre, it is arguably the most masterfully crafted game in said genre since The Binding of Isaac.

Just about every aspect of the game is worthy of at least some praise. The art direction is gorgeous. Everything on the screen just pops in the right way, even when in the heat of battle. Speaking of battles, the combat system is smooth as butter, with the different weapons allowing for plenty of variety and letting players pick the play styles most suited to them.

The bosses are finely tuned and plenty of fun, even after fighting them several times. The way all of the different Gods interact with the player make them all endearing and memorable characters, and the story was the biggest surprise of them all, cleverly working in the repetitive nature of the genre.

Eventually, I reached a point where I was satisfied with it and haven’t felt a desire to play any more ever since (which is why it’s not higher on the list). However, I still thoroughly enjoyed all of the time I spent with it.

Place on 100 Favourite Games List: 69

5 – Tetris Effect

Release Date: 9th November 2018
Publisher: Enhance, Sony Interactive Entertainment
Developer: Esonair, Monstars, Stage Games
Platforms: PlayStation 4, Xbox Series X/S, Xbox One, Nintendo Switch, Windows, Oculus Quest

While I don’t have much of a connection with the “classics” of gaming, I’ve always had a soft spot for Tetris. I’m not entirely sure why, but it’s an inherently satisfying game to play and an excellent way to keep the brain active while having some time to kill.

I’d heard for a while that Tetris Effect was one of, if not the best, version of Tetris ever made, and having now played it, I can say I am firmly in that camp. Disregarding the classic atmosphere of Tetris, with none of the classic music, this instead looks to create a version of Tetris that feels more like experiential art than a game.

That perhaps makes it sound more pretentious than it is, but I really can’t name another video game experience like this one. At its core, the gameplay is your basic Tetris affair, but it’s surrounded by this wonderfully atmospheric and powerful soundtrack, aided by some incredibly beautiful visuals that respond and build as you play.

Even when it gets intense in Tetris Effect, the game still exudes this calming aura that makes it such a great way to focus your mind for just a little while and play a genuinely great classic game.

Place on 100 Favourite Games List: 66

4 – Miitopia

Release Date: 8th December 2016
Publisher: Nintendo
Developer: Nintendo
Platforms: Nintendo Switch, Nintendo 3DS

What may at first seem like “baby’s first JRPG” is actually an unapologetically warm and joyful adventure…that is also a relatively easy JRPG.

Despite being one of the most “Nintendo” games ever made, there’s something about Miitopia that can’t help but draw people in. I’ve always thought Miis were a fairly dull concept. They play to that minimalist style I hate about Funko Pops. However, this game does all the work necessary to inject personality into them.

I think that’s the keyword to describe what makes this game such a joy to play; it’s stuffed to the brim with personality. Being able to create any character your heart desires and go on a grand adventure with an ever-growing cast makes for endlessly fun scenarios. It means that every character becomes meaningful to the player because they’re someone meaningful to the player that created/chose them.

While the gameplay mechanics are fairly simple, it’s still a formula that I get a lot out of. I tend to prefer micro-managing my party and choosing all of their moves, but only having one under my direct control makes for interesting scenarios and stops battles slowing to a crawl as I desperately min-max everything.

It could’ve easily gotten repetitive, but it makes sure that there’s always something new on the horizon. Be it something to do with the area, or a new character, or even just the constant fun designs with the new gear for the party members. It’s a well that seemingly never runs dry, and I just couldn’t pull myself away from it when I played.

Place on 100 Favourite Games List: 54

3 – Phoenix Wright: Ace Attorney – Justice For All

Release Date: 19th October 2002
Publisher: Capcom
Developer: Capcom Production Studio 4
Platforms: PlayStation 4, Xbox One, Nintendo Switch, Nintendo Wii, Nintendo 3DS, Nintendo DS, Game Boy Advance, Windows, iOS, Android

Last year, I played the first Phoenix Wright game and immediately loved it. It drew me into the Visual Novel genre (one I’ve never particularly cared for) and showed me exactly what it could be at its best. The mechanics were brilliant, the characters were all lovable, and the story was endlessly compelling.

Justice For All does exactly what a sequel should do. Expand on everything that was great about the original while keeping the core of what people loved. As great as Phoenix Wright cases are, they had the potential to get repetitive over the course of an entire trilogy, so in the second game, it’s brilliant to see how they’re keeping things fresh.

Firstly, the writing quality is still as good as it ever was. New characters are brought in, and they all have clearly defined personalities that get exactly the emotions they’re supposed to out of the player. More so than that, though, they know exactly how to manipulate the situation to put the player in a different mindset in each case.

Going into full spoiler territory, they pull great tricks such as having you defend someone genuinely unlikable. Plenty of clients before have been a bit difficult to love, but Maximillian Galactica and Matt Engarde are genuinely douchebags. Speaking of Matt Engarde, that whole final case is utter genius.

After putting the player in the mindset of bluffing and talking in circles to keep trials going and force clients to slip up, they are forced into a situation where they have to pull at those straws to defend someone they know is guilty. When the client is innocent, all of those tricks seem like fair play and needed for justice, but when they know their client is guilty, the slimy underbelly of it is exposed.

It’s masterfully put together, and the quality hasn’t dipped from the first game, so expect to see the final game in the trilogy on this list next year.

2 – To The Top

Release Date: 18th May 2017
Publisher: Electric Hat Games LLC
Developer: Electric Hat Games LLC
Platforms: PlayStation VR, Windows, Oculus

I haven’t played as much VR as I would’ve liked this year, but that isn’t to say I didn’t get to experience more of this rapidly developing field.

A game I initially stayed away from was To The Top. The Parkour seemed fun, but when I first got my VR kit, it seemed like a recipe for motion sickness galore. While that may still be the case for some, I’ve been lucky enough to not experience such problems, so I gave it a go.

I’m glad I did because I can honestly say that this is the most fun I’ve ever had in VR. There are plenty of VR games that give you great power fantasies. Blade & Sorcery makes you feel like a warrior, and Superhot VR will make you think you’re in the Matrix. There’s just something so joyous to me about flinging myself around a big open space without a care or worry in the world.

In real life, I have quite a fear of heights and drops. I won’t even get on rollercoasters for this reason. Playing this game felt like it was giving me the thrilling experience those things could, only without having to confront my phobias.

The movement system is so fluid, and something about how I treat VR spaces made it click with me immediately, and I was clambering around these giant playgrounds and flinging myself off of tall things in no time. To me, it’s just an uncomplicated burst of joy whenever I play it, something no other VR game has given me in the same way.

Place on 100 Favourite Games List: 38

1 – Xenoblade Chronicles 2

Release Date: 1st December 2017
Publisher: Nintendo
Developer: Monolith Soft
Platforms: Nintendo Switch

Those who read the 2020 edition of this list may remember that the first Xenoblade game took my number 1 spot last year, hitting number 14 on my all-time favourite games list. I wanted to have a good gap between playing the two games, and this summer, I just couldn’t stay away.

I came into this sequel with slightly lower expectations than the first. While I know now that the fanbase is fairly split on this debate, at the time, I’d only heard that Xenoblade 2 fell a bit short of the original. Having now played it for 200 hours, I can see why some people feel this way.

However, personally, I couldn’t disagree more.

Xenoblade 2 is definitely messier, I can’t deny that, but I don’t necessarily think that’s a bad thing. Sequels always run the risk of piling too much stuff onto something that already works, but I can honestly say I think everything Xenoblade 2 added was worthwhile and enhanced my experience from the first.

The Blade system is utterly genius, and the personality injected into the unique Blades made me want to experiment with my loadout and get a feel for what everyone was like. Even when I had my reliable strategies, I didn’t just want to stick to them because every Blade brought something new to the table.

The world feels so much more alive than in Xenoblade 1. That’s not to say the original’s world was bad, there was some real beauty in there, but Monolith Soft took a hard look at what the Switch was capable of and pushed it to its absolute limits. I don’t care that sometimes the framerate stutters or that sometimes things take a moment longer than they should to load. It’s worth it for what they’ve created.

I could talk for another thousand words about all the things I love, so I’m going to boil it down to the moment that made me decide this was my new favourite game of all time. Which it definitely is, by the way.

One of the reasons I love JRPGs so much is how easily I find I can connect with their characters and stories. Not necessarily because they’re realistic or relatable, but because the length of the games have so much time to develop them into fully-formed people with a satisfying story.

I’ve connected on deep emotional levels with plenty of games over the years. However, there’s one thing no form of media has been able to do for me since I was a kid. Make me cry. To be clear, I don’t just mean tearing up a bit; I mean full-on tears were streaming down my face with no way of stopping it. Not that it’s a sensation I seek out, I’ve just noticed over the years that nothing I’ve played can push me to that emotional extreme.

Then I watched the ending of Xenoblade Chronicles 2.

I absolutely refuse to spoil it, but it did what I thought no game would ever do. I can’t even put my finger on exactly why. The plot is so masterfully crafted, and the characters had grown to mean so much to me that the ending pulled tears of both joy and sadness out of me in equally immeasurable amounts.

When I think about my “favourite games of all time”, there’s some intangible quality that connects me to all of them. I can’t describe it, but it’s a powerful feeling I can immediately recognise. Xenoblade Chronicles 2 gave me that intangible feeling in a more powerful way than any piece of media I’ve ever experienced in my life, and that’s what makes it so special to me.

Place on 100 Favourite Games List: 1

The Video Game Characters that are Most Important to Me

Characters are the basis of just about any form of fiction. The characters are how you see the world, what drives events forward, and create the tense emotional stakes of just about any story. Video games have an interesting take on character because not only are they how you see the world, they’re how you interact with it. They’re quite literally the conduit that allows the player to affect and change the virtual world they find themselves in.

Naturally, with the huge amount of video games I’ve played, there will be some characters that stand out to me above the rest. There will be those characters that I connected with on a level that is so meaningful to me, I had to talk about it here. They could be anyone, a playable character, a companion, a rival, as long as they mean something important to me, then they made the list.

SPOILER WARNING

I don’t do these very often because I assume you already know there’s going to be spoilers on a list like this. However, this is one of those cases where I really want to emphasise that if you haven’t played any of these games and want to, then you absolutely should do so before reading this list. The stories will still be incredible, but it’s just different when you go in blind. You have been warned.

13 – Wario – Super Mario Franchise

This list is going to get deep later on, so let’s start off with a fun one.

Wario is…Mario but better and more fun. Where Mario is upbeat and always doing what’s right, Wario isn’t afraid to reach his goals by any means necessary. He’s presented as being evil quite a lot of the time, but really, he just lets his greed get the better of him. When we get to spend time alone with Wario, we see he’s more mischievous than evil, and the poor guy can never seem to catch a break.

I realise those are many of the same reasons as to why people love Wario’s counterpart, Waluigi, but I’ve always preferred Wario. This is partly because I think he has a more fun personality, but also for nostalgia-based reasons. The original Game Boy was the first gaming device I ever owned, and two of the games I played to death on that console were Wario Land & Wario Blast, so I’ve always loved Wario.

This one really isn’t that deep; I just think he’s a lot of fun.

12 – Shulk – Xenoblade Chronicles

Yes, I get it; he’s the one that everyone always jokes “who?” on the Smash Bros roster, but y’all just need to play one of the best JRPGs ever made.

Protagonists are always an easy choice for lists like this. They’re the character that you’ll likely be spending tens, if not hundreds of hours with as you play through a game. It’s almost impossible to spend that long with a character and not bond with them. So you’re going to be seeing a lot of protagonists on this list.

Shulk is an interesting choice because, as a whole, he’s a pretty straight-up hero. There are no complicated wrinkles about his morality or some dark secret he has to hide. He’s a good person who does good things for good reasons. Normally, I can’t stand that kind of hero because I’m a bastard. I like my characters to have layers, but there’s something about Shulk that is so incredibly genuine that I just can’t help but love the guy.

He’s just kind to people and will stand up for what he believes in. What more do you really need from a hero? He’s loyal to his friends and is entirely unashamed about how he always strives to do the right thing. It’s not super overbearing like he’s laying it on thick; his kindness feels highly authentic. He hits the nail on the head in terms of the philosophy of a good person. He just does what he does because it’s the right thing to do. Without witness, without reward – to borrow a quote from Doctor Who.

11 – Tressa – Octopath Traveler

Not the only Octopath Traveler character to appear on this list, Tressa represents the kind of people I love to have in my life.

There’s something about Tressa which is so unabashedly hopeful. This can lead her into trouble at times, and she is a little headstrong. However, her optimism and the joyful eyes through which she sees the world is the kind of traits that I’m always looking to have more of in my life; either through myself or those around me. Her desire to trust people and bond with them is something I’ve tried to emulate within myself in recent years, and it’s made me grow to love Tressa as a result.

On top of that, she’s deceptively clever. Her abilities as a merchant are second to none, being able to judge not just the monetary value of items, but their sentimental value too, as seen by the fact she picks the diary of all things when faced with countless valuable treasures. She’s surprisingly quick-witted in a pinch, too, being able to devise clever plans to outwit her opponents and being quite successful with such tactics.

Her youth, innocence and optimistic outlook draw me to her and fill me those same emotions, while her intelligence and wit make her an extremely strong person to aspire to be like.

10 – Claude – Fire Emblem: Three Houses

(From my Fire Emblem: Three Houses Characters Ranked list)

Claude is just pure and good and everything that’s right with the world.

I alluded to it in the previous entry, but here I can say that the Golden Deer route was absolutely my favourite and that’s largely thanks to Claude. Unlike the other two house leaders, whom I grew to like once getting to know them better, I instantly took a liking to Claude. Not only does his attitude stand in stark contrast to the formalities and nobility of the other two, but it was clear from the start he had an extremely keen mind; plus he uses a bow, which makes him cooler by default.

What really makes me love Claude so much is his drive to always do good by as many people as he can, but he doesn’t do it because “it’s a noble’s duty” or “for the good of the world” he does it because he believes that it is truly the right thing to do and he will stand by his convictions to the death. Despite having the tactical genius to wipe out armies with barely any effort, he instead focuses his tactics on extinguishing as few lives as possible. On top of that, I align with his idealistic goal of tearing down the borders and unifying the world more than I do any of the other leader’s goals.

His attitude is always upbeat and cheery, but he also doesn’t let anything get by him and while he may seem like he trusts easily, it becomes clear that it isn’t the case the more time you spend with him. He clocks onto the fact that The Church of Seiros is hiding something a lot quicker than anyone else and is even able to deduce Flayn & Seteth’s true identity, something that no-one else is able to figure out.

When he’s not fighting a war, Claude is an absolute joy to be around, doing everything in his power to keep spirits up, but when it’s time for business, his tactical ability and dedication to his cause is unmatched, making him – in my view at least – the most capable leader in the whole game and one truely deserving of achieving his ideals.

9 – The Fool – Sayonara Wild Hearts

While I’ve gone through a couple of rough break-ups in my life so far, I don’t think I’ve ever suffered through true heartbreak. At least, not the kind of heartbreak that is so often depicted in fiction. What I didn’t expect, however, is for a game about travelling through a magical realm doing all sorts of mad shit while synched up to music to be a really good way of telling a story about heartbreak and the acceptance of it.

It’s hard to talk about this one in any concrete way because some parts of their story are left open to interpretation, so I may see this in a different way to another who played Sayonara Wild Hearts. Regardless, what that character went through and how they came to accept the depression and negative emotions they went to was an incredibly moving experience to me. I’m wildly inconsistent with how I deal with conflict and inner struggles in my life, but the way The Fool processes it made me more willing to take a back step in those situations and process what’s going on before deciding how to deal with it.

I wouldn’t go as far as to say it changed who I am, but it definitely gave me a slightly altered perspective on how I deal with things, and I think it helped me understand one or two of my flaws and helped me change them. You could argue this is more about the game at large than The Fool specifically, but I think the way Sayonara Wild Heart’s story is told through them made me connect with them on that meaningful level that is important for this list.

8 – Companion Pokemon – Super Mystery Dungeon

I could’ve chosen almost any of the Pokemon Mystery Dungeon games for this spot, but I think the way the companion character grows and how their story concludes on Super Mystery Dungeon hit me the hardest.

The Mystery Dungeon games have always had far more enjoyable stories than the main series Pokemon games. I’ve not played the non-Pokemon Mystery Dungeon games, but I’d imagine the studio there have an excellent narrative team because I think they knocked it out the park with every game in the series. Where this is clearest is the companion Pokemon. The fact that it can be any of the available Pokemon you choose is nice because it ensures it’ll be a Pokemon you connect with. From there is a masterclass in making you connect with a character.

They start off as your guide to the world as you’re thrown into a world you don’t really understand, but eventually, you become a strong force to be reckoned with. In Super Mystery Dungeon especially, they feel like a character that isn’t just tied to you as the protagonist. They have their own hopes, dreams and relationships with people. They grow as a person pretty much at the same pace as you do in the story, and by the end of the game, we were an inseparable force.

…then, the game separates us.

So, I’d played the Mystery Dungeon games before in the series. So I knew that these narratives normally climaxed with an emotional goodbye as your character has to return to the human world. I was ready for that. It was building to it really nicely with this game, with the mystery surrounding Mew, and it seemed like the direction was clear. Then it threw me completely through a loop when it made the companion Pokemon the special one that I had to say goodbye to.

It was a wonderful bait-and-switch that caught me completely off-guard, and the tears were flowing. It provided a fantastic drive for the post-game story where you seek to be reunited with them, and it’s the kind of emotion that very few games can get out of me.

7 – The Boys – Final Fantasy XV

This is the only time I’m picking multiple characters in one entry, I promise. I feel justified in doing it here, though, because the whole thing that makes these characters great is their relationship with each other. Picking just one of this band of boys would be doing them a disservice.

The group dynamic is at the core of FFXV’s storytelling, and it takes every opportunity to make you care about their friendship. Every character has their own personal touches. Noctis is the protagonist, so he goes through a bit of a learning curve but still has a strong will and personality that shines through. Ignis is full of flair and cooks meals like no one else, along with being an excellent guide for the group. Gladiolus’ intense but caring teaching Noctis is hugely endearing, and his strength is a clear pillar of the journey. Then there’s Procto, who is an excitable and loveable best friend, and the pictures he takes each day are an absolute highlight of the game for me.

I think it’s one of the most realistic group dynamics I’ve seen in a game. They’re mates looking to have some fun and joke around with each other, but they understand their mission and support each other to achieve it. Everyone has their sillier and their more serious moments, and they all feel so perfectly in character because they feel like realistic friends. I laughed along with the good times, and when tensions ran high, those emotions seeped into me. The section where they’re having a major argument and the tension is at its highest genuinely got me to quite an angry place, but that’s precisely what the game wanted to pull out of me, and it was only possible because the dynamic established made me feel like part of the group.

FFXV’s story is full of epic battles with Gods and insane twists and abilities, but it’s the friendship between these four boys that put it up there as one of my favourites.

6 – Cynthia – Pokemon Diamond/Pearl/Platinum

I’d love to say there’s some deep & complex reason behind this one, but I just think she’s really bloody cool.

Platinum was the first Pokemon game I played, so nostalgia plays a bit of a part in this, but I think she’s by far the best champion any of the Pokemon games have ever had. From a gameplay perspective, her team was top-notch and could prove to be quite the challenge if you didn’t adequately prepare. On top of that, she looks super cool, she’s got an awesome battle theme, and that’s good enough for me.

Whenever a game gives me control over my character, I will play as a woman, and I will do my best o make them look as cool as possible; and Cynthia’s stylings are a huge influence on that. She was my first real exposure to a cool female character (which is pretty bloody sad when you think about it) and how her design and attitudes influenced the characters I’m drawn to in fiction significantly, and you can see that at several points in this list.

Like I said, not exactly a deep one, but I think it’s significant.

5 – Madeline – Celeste

What makes Celeste so incredible is that despite being the best platforming game I’ve ever played, what I ended up remembering most of it was the heartwarming story centred around Madeline.

I’ve had some small experiences with anxiety, but nothing too major. However, several of my friends have been a lot less fortunate, so I understand that odd, almost indescribable cocktail of emotions it conjures inside of you and how hard it can be to communicate to someone else what you’re feeling.

What amazes me with Madeline is how incredibly real it feels. Even when a writer is someone who suffers from anxiety when they try to portray that in fiction, it can come across as a little bit disingenuous. Many of the symptoms have to get overplayed because producers are worried the audience won’t “get it” if a character isn’t breathing into a paper bag. How Madeline portrayed is so amazingly realistic, though. That scene where Madeline is having a panic attack in the lift with Theo, I’ve literally had that conversation with people; it was such a powerful moment because of that.

On top of that, you have her interactions with Badaline. Here the metaphor became a bit more ham-fisted, but it was done in such a heartfelt way that I don’t mind at all. The slow acceptance Madeline has to come to, that her anxiety and depression isn’t something she needs to forcibly eject from her life. Instead, it’s something to listen to and understand so she can make it better. That journey is the emotional core of Celeste, and it works so well because of how genuine Madeline is in her emotions.

Outside of those themes, she feels like someone full of life; she’s got the sass, she’s got the determination, and she’s got the heart. But it’s that down-to-Earth, realistic feeling of her as a person that makes me remember her so fondly.

4 – Bernadetta – Fire Emblem: Three Houses

(From my Fire Emblem: Three Houses Characters Ranked list)

Look, sometimes you fall in love with the weirdo, that’s just how it goes.

Sure, Bernadetta doesn’t have some big sweeping story arc or any major role to play in Fodlan, but when it comes to “ticking all my boxes”, no-one comes as close as this timid, nerdy recluse. She’s not nerdy in the modern sense, but she spends so much of her time by herself writing stories and doing drawings for those stories along with many other activities of that nature; which are the kind of things that I imagine would constitute “nerdiness” in that kind of world.

While her extremely timid nature invokes the instinct to protect and nurture, it becomes clear pretty quickly that’s actually not the case and she’s absolutely capable of protecting herself both on and off the battlefield. That said, I still find it totally adorable when she goes off on one about the joys of solitude and how she’d love to just stay in her room all the time (or slightly less adorable, her love for carnivorous plants). Her creative spark is something inspires me and I find it difficult to contain myself when she grows the confidence to let that creativity shine in front of people like Seteth and Linhardt because it’s so clear how much she cares about her creations and is overjoyed that – despite her expectations – people love them. I think you’re starting to see why I relate to her so much now, aren’t you?

It’s not all cuteness and hugs though and she just wouldn’t be a Three Houses character without a whole heap of tragedy in her past. I’ve talked a bit before about how emotional some of the other character’s backstories made me, but the only one that ever actually got a tear rolling down my cheek was when Bernie opened up and talked about her abusive father, which it lends all the more heartbreak to the moments where she clearly wants to be different, but can’t make herself do it.

Bernadetta just has a bit of everything that I like, her sensitive personality, her overwhelming joy (on the occasions she allows it to flourish), her major creative streak and even the fact she has purple hair all drew me in instantly, to the point where I just couldn’t help but fall for her as a character, because she embodies the best of what Fire Emblem: Three Houses has to offer.

3 – Thomas – Thomas Was Alone

I’ve chosen Thomas as the representative here, but really it could’ve been all the characters from that game.

At its core, Thomas Was Alone is a story about learning. Learning about the world, learning how it works and learning how to make friends. The vague context you get about the characters being AIs that became too advanced is almost immediately pushed aside for the real emotion that you end up pouring into these characters. They’re literally all just coloured rectangles. There’s nothing more to their visual design than that. However, it’s precisely that which draws attention to the masterful storytelling and character-building that Bithell exemplifies in Thomas Was Alone.

“Thomas was alone. Wow. A weird first thought to have”

From the first line of narration, I was endeared to Thomas because such a simple line of writing has tonnes of character poured into it. Immediately, there’s the whole “alone” thing that will always make me want to hug a character. Then, there’s the acknowledgement that not only is that a weird thing to start on, but it’s his VERY FIRST conscious thought. In the next few rooms, he’d go on to observe things, but it’s so endearing to me that this AI was created, looked around, and the first thought they had was that they didn’t have any friends around.

All of the characters in Thomas Was Alone have some sort of endearing traits like this. What’s genius is that, rather than actually hear them talking to each other, we get the narration of how they’re thinking about each other instead. That makes their relationships feel so much more genuine because their thoughts can’t be in any way falsified. We know it’s what they believe. It makes the group’s friendship so wonderful to experience and so heartbreaking when…well, I’ll leave it there.

2 – H’aanit – Octopath Traveler

(From my Octopath Traveler Protagonists Ranked list)

Thy may speakest liken a twat, but goddamnest I loven everything abouted thou.

I did consider writing like that for the whole thing, but that one sentence took 5 minutes so sod it.

H’aanit was the first traveler I picked when starting up the game, so I don’t think it’s that surprising that I like her as much as I do, since across my two full playthroughs there’s literally never been a time when she wasn’t in my party and that’s the kind of thing that tends to endear you to a character.

I know most people hate how she speaks, but I find it pretty cute. It’s so unnecessary that I can’t help but wonder how such a speaking pattern evolved in S’warkii. Did one guy just start doing it one day and everyone caught on? Did they just never move on from a time where it was commonplace? Either way, I think it helps exemplify who H’aanit is a character, someone who doesn’t quite fit in with the world around her.

She’s a respected village member in S’warkii of course, but I always got the impression that she didn’t have a close connection with anyone there other than Z’aanta. Immediately the story takes away the only person she had a real connection with in the world and it makes it so interesting to watch her try to fit in with all of the other characters in the world because you can tell she feels a bit out of her depth, yet soldiers on anyway.

Even things like the travel banter with the other travelers shows us that she doesn’t understand a great deal about the world outside her village, constantly asking questions to understand why many of the other travelers do what they do in their stories. Even when she starts to understand, she can’t help but draw parallels to hunting, because that’s all she really knows, it’s the only context she has with which to understand the world and I can’t help but find a character like that extremely endearing.

The changes in her at the end of her story are subtle, but when you think about them, they’ll make a huge impact on her life. In her early chapters, it often feels like she’s feigning confidence in unfamiliar situations and towns and there’s always that small sense of nervous energy to her, but by the final chapter that’s gone; it’s not fake confidence anymore, it’s the real deal. H’aanit was forced to experience the world without the one person she could rely on to teach her and it’s made her an infinitely better-rounded person. Saying she “becomes the master” is a bit of a stretch, but I definitely get the feeling that she’s got a new outlook on both the world and herself by the time her story comes to an end. It’s so subtle and yet so powerful.

Looking at the gameplay side of things, H’aanit is an absolute powerhouse if you build her correctly. Combining her abilities with that of the Warrior job makes for an extremely powerful physical attacker that can buff the rest of the party in the process; not to mention Leghold Trap is one of the most vital skills in the whole game. In the late game, giving her the Warmaster skill makes her pretty much unstoppable, easily being able to deal out over 50K damage per hit with Winnehilds Battle Cry. I don’t know where I’d be without her on my team.

H’aanit is a character that I feel like very few people like as much as I do and I can see why, but my personal experiences with the character have made me connect with her so much that I can’t help but draw myself towards her whenever I can.

Oh and also, she has a Snow Leopard that’s one of the most beautiful animals I’ve ever seen, so shove it.

1 – 2B – NieR: Automata

This one feels like a bit of an odd choice, considering she’s dead for half the game, but I think she’s the character that best represents the overall feelings I got from Nier: Automata.

I find the horrible and complicated relationship 2B has with 9S and her mission almost impossible to process. I’ve never been in a situation even close to what goes on there, and I think the emotions involved are so ludicrously complex that to even describe them breaks my brain a little bit. The immense tragedy at the heart of everything 2B experiences is so intense, and what’s even more heartbreaking is that you never get to understand it until you finish the game and everything is revealed.

Despite being dead, 2B remains the driving force for the main characters (‘protagonist’ is a subjective term here) in the second half of the game, and because of how that story is told, it almost feels like the player is seeing it through her eyes. As 9S slowly descends into madness, you can’t help but feel the ironic tragedy of how things could be different if he knew the truth.

I find almost everything about NieR: Automata hard to put into words, but 2B acts as the centre point for which the entire story revolves around in one way or another. While her closed-off demeanour that slowly fades is endearing the first time you play through the game, once you’ve finished it and experience the story a second time, knowing the truth of the story, she becomes this mix of tragedy and love and all kinds of other things that leave me feeling an incredible attachment to them.

And there you have it! Thank you very much for taking the time to read this post. Please, let me know what characters you love the most, either in the comments below or on Twitter @SStyleSmark. Finally, make sure to come back here this time next week, where I’ll be doing some fantasy booking of WWE in 2020!

Every Pokemon Rival Ranked

As you journey across the regions of the Pokemon world, it would be pretty lonely if you didn’t have anyone to share your journey with. As such, every game since the very first has had you share your journey with a rival who is exploring, growing and battling just the same as you. They’ve come in many different flavours over the years, but be they friendly, antagonistic or…just kinda…there, they stand to challenge you throughout your journey and hopefully bond with someone as you grow as trainers together.

Each game has its own versions, and they have widely varying personalities, so which ones left the biggest impact on me? Let’s rank ’em.

15 – Calem/Serena – X/Y

Serena may be a great character in the anime, but her game counterpart is the world’s blandest human.

As you’ll see in just a few entries, the rivals that are the gender-swap of the player character tend to be the worst. The problem is that because their identity is entirely dependant on which gender the player is, they had to create a personality that would fit both characters. Of course, the easy solution would’ve just been to create two different personalities, but that’s beside the point.

Calem & Serena are by far the worst when it comes to these situations because they’re SO boring. Everything they say is stupidly generic and just pointless prattle about becoming stronger and growing as a person. Running into them is an absolute chore because they never have anything interesting to say. Even exposition tends to be given to the other characters around them. No attempt went into giving them any kind of character arch. They just copy/pasted the base template they’ve always used for the rival and didn’t change anything.

Most importantly, they’re an awful rival. X & Y as a whole often get derided for being too easy, even by Pokemon’s standards, and Calem & Serena are one of the clearest examples of this. Their team is ALWAYS lagging behind yours in terms of levels, and they just don’t have very interesting Pokemon. I’m so disappointed that THIS was the rival that got an Absol as their strongest Pokemon because…Absol deserves so much better.

14 – Shauna/Tierno/Trevor – X/Y

These three are technically all distinct characters, but they’re so tightly linked to one another that I’m lumping them all into one entry. The general idea of travelling together in a big group was one I liked. It created a real sense of fun on the journey with so many people journeying with you. Unfortunately, the characters that are on that journey aren’t anyone interesting.

Since there are so many characters, and they all have limited screen-time, the writers went to the tried and tested trope of boiling their personalities down to a single trait. Shauna is “girly”, Trevor is clever and Tierno…likes to dance? Characters who only have one trait aren’t interesting at the best of times, but it’s made so much worse when the traits are stupid and generic like those ones. Encountering them is never anything interesting either, they’ll all say a line or two, maybe you’ll battle one of them, and that’ll be that.

Once again, they’re terrible as rivals. For one thing, you very rarely battle them, and when you do, they’re absolutely no challenge. Running into them feels like an interruption to your journey rather than a part of it, and that’s a bad sign. As I said, the idea of having a big group to journey with is a great one, and I hope they try it again, but this was an absolute failure of an attempt.

13 – Brendan/May – Ruby/Sapphire/Emerald

These two suffer from the same problem that Calem & Serena do, only they’re a bit better because they have at least a little bit of character.

While the friendly rival thing has been done to death by this point in the franchise, Brendan & May were the first time it happened in a major way in the series. As such, a lot of what they had to say felt fresh, and the friendly atmosphere was a nice change of pace from the antagonistic rivals of the first two generations. Sadly, that’s where the positives end.

When you actually look into their personality, there isn’t very much there. Most of what they say is just there to move the plot along, but they at least say it in a slightly more interesting way than in X & Y. In terms of their teams, there’s a lot more interest to be had, and they certainly feel like a more well-rounded trainer on that front. I never found any battle with them to be much of a challenge, and once again, I got that feeling they were always lagging behind me, not growing alongside me.

12 – Hau – Sun/Moon/Ultra Sun/Ultra Moon

To me, Hau is the epitome of the boring friendly rival trope that now plagues the franchise. He’s bright, energetic, all too willing to explain everything to you and always loses. Admittedly I’m not as against the friendly rival stuff as many in the fanbase are, but I’d like them to have a more complex personality than this. The Alola games had a powerful story, and many of the other characters were brilliant, so it’s a real shame that Hau was a character that just seemed to get left in the dust.

He’s a better rival than the ones I’ve covered so far, but not by much. His team is a lot more interesting and is quite well balanced; the levelling is the only real problem. The problem of a lack of difficulty is by no means exclusive to the rivals in the modern games, but it’s undeniable that I just kept destroying the guy every time we met because I out levelled him. What’s worse is he just let every loss roll right off his back in an “aw shucks, I’m just happy to take part!” kind of way that drives me insane.

Yes, there’s definitely value in teaching kids that winning isn’t everything, but real people CARE when they keep losing like that, and Hau just doesn’t.

11 – Hop – Sword/Shield

For the most part, Hop is just a copy/paste of Hau. He’s nice and friendly, piss-weak compared to you and will throw exposition in your face until you want to strangle him.

I could end this entry right there and be done with it, but what puts Hop a small step above Hau is that he actually gets a bit of character arc in Sword & Shield. It’s not an amazing one, but it’s certainly more than the rivals I’ve covered so far have got. Unlike Hau, Hop actually gives a shit when he keeps losing. The pressure of his unbeatable brother and you beating his ass at every opportunity weighs on him after a while. Granted, they don’t go very far with it, but it’s something, and I’ve really gotta take all I can get during these lower entries.

10 – Marnie – Sword/Shield

I wanted to put her higher based solely on how much I love her character design, but the truth is, Marnie just isn’t that interesting of a character.

My decision to put her over Hop is a bit arbitrary; I guess it’s because she’s less in-your-face and annoying, but that’s not saying much. Personality-wise, she’s got a bit more of an edge to her, but in reality, the game just treats her like any other friendly rival. The stuff with Team Yell is kinda interesting with how Marnie isn’t into it, but like with Hop’s story, they don’t dive into it very far. She just runs them off when they’re being annoying sometimes. Similarly, there’s her conflict with her brother overusing Dynamax Pokemon, which is interesting, but again, doesn’t go anywhere.

Her team’s a bit more interesting than Hop’s, but the lack of difficulty strikes her down again as someone who never presented me a challenge. She’s got the added disadvantage of only focusing around a single type due to how she becomes a Gym Leader by the end of the game. Unlike the others so far on this list, I didn’t hate it when I ran into her because it usually moved things forward quite quickly, but she still wasn’t all that amazing.

9 – Hugh – Black 2/White 2

Hugh is another who fits into the ‘friendly rival’ archetype, but I think he comes in a step above what I’ve covered so far by virtue of him actually having motivations as a character. He’s still extremely buddy-buddy and tutorialising to your player character, but he actually gets a decent role in Black 2 & White 2’s story. The Unova games emphasised their narratives, so even template characters like Hugh got a nice boost from being involved.

His determination to get stronger is all in service of his goal of recovering his sister’s Purlion from Team Plasma and, while it might not be the strongest of motivations, it means he’s got a clear goal from the outset, and you can see how everything he does is in service of that. It also plays well with his kind and helpful nature, both to the player and to other characters, as he doesn’t want other people to have to go through what he has.

His Pokemon aren’t the strongest ever, but his team is well-rounded, and the generation 5 games are still just difficult enough that battles with Hugh can be challenging if you’re not ready for them. He still doesn’t break out into being one of the best, but Hugh is definitely a tier above what we’ve seen so far.

8 – Barry – Diamond/Pearl/Platinum

Much like Hugh, Barry is a rival who still fits the ‘friendly’ archetype but has some stuff piled on top.

His hyperactive personality is simultaneously annoying and charming in a way that I can’t quite put my finger on. I love how he immediately wants to go out and catch a legendary Pokemon before he’s even got a Pokeball; it actually makes him feel like the youngish child the rivals are supposed to be in this game. Of course, that’s where the annoying aspect can come in because it does get tiresome here and there. Additionally, he doesn’t really progress as a person at all, he becomes a bit more mature at the end, but nothing really noteworthy to make him super interesting.

Barry hits pretty well on the difficulty aspect, though. His levels normally match pretty well with the area he’s in, and his team is fairly well balanced (not the best, but still pretty good). A battle with Barry was almost always a welcome challenge rather than an annoying obstacle which is how it should feel.

7 – Bede – Sword/Shield

I’ve slated the Sword & Shield writing quite a bit in this list so far, but I’d say Bede is one of the highlights.

For one thing, antagonistic rivals tend to feel like better characters just because the writers can go a bit loser with it. They don’t have to be constantly patting the player on the back or espousing the power of friendship. This applies to the Pokemon anime too, just look at rivals like Gary & Paul. Bede’s self-important persona is one you can instantly recognise as dislikable, and the game has no trouble playing up to it. They’re extremely headstrong, and it bites them in the arse a couple of times in the story.

The place where they fall down is when you battle them. Like Marnie, they suffer from focusing on a single type, so things always feel a bit easier, not to mention the difficulty problems I’m mentioned already in later generations. They also don’t have a fantastic end to their story. It’s nice that they got something to do, but the Gym Leader thing came out of nowhere, and they don’t even seem like they want to do it.

Bede is definitely one of the better characters in Sword & Shield, but they just don’t quite follow through to the end.

6 – Gladion – Sun/Moon/Ultra Sun/Ultra Moon

Gladion is by far the most interesting character I’ve talked about so far. The dude’s actually got a back-story, which puts him head and shoulders above the rest so far.

The story surrounding The Aether Foundation and the family at its centre is an interesting one that’s split into many pieces across Alola’s story. All things considered, Gladion is one of the more minor parts of that story, but he still helps tie things together and give a much fuller picture of that life. His downbeat and untrusting personality stands as an essential contrast to Lillie’s open and kind personality. Both of them went through very similar trauma in their childhoods, but where Lillie used it as motivation to be good and kind, Gladion used it to close himself off from everyone but a select trustworthy few.

Aside from that, Gladion is ok as a rival. As I’ve said, the later generations have a problem with difficulty, and Gladion does fall victim to that somewhat, but I’d say he’s better than Hau. His team is a lot more interesting with some rather powerful Pokemon, which makes up for the fact that his levels often aren’t on par with yours. I also love the touch that three of his Pokemon have friendship based evolutions; it’s one of those subtle things that tells you loads about his character.

Plus, his battle theme is kick-ass, so that’s always a positive.

5 – Wally – Ruby/Sapphire/Emerald

Wally isn’t the primary rival in the Hoenn games, and in fact, you only fight him twice during the story, but he still managed to leave a notable impression on me. Initially, a kid you have to escort to catch a Pokemon, Wally grows surprisingly fast into a rather formidable trainer. His vague illness and quiet demeanour make him someone that I feel the urge to be kind towards. He starts off quite unsteady yet determined and eventually turns into a quietly confident trainer that I can respect.

Since you don’t battle him too much, he’s not an amazing rival, but he provides quite a challenge when you battle him at the end of Victory Road. His ORAS battle theme is bloody brilliant, but that aside he has a brilliantly constructed teams with some powerful Pokemon. Even though he goes down in defeat in that final battle with you, he still feels like someone who has achieved his goal. He overcame his hurdles and became the powerful Pokemon trainer he always wanted to be. It’s not a complicated character arc, but it’s all you really need.

4 – Blue – Red/Blue/Yellow

The original, but not quite the best.

While I may not rate Blue at the top, I can’t deny that he is the measuring stick for all the other rivals that came after him in the series. His in-your-face douchebaggery made him an extremely memorable character, and it’s no surprise that he’s still fondly remembered to this day. I’ve got many criticisms to level at Generation 1, but the writing isn’t one of them. I think they nailed this character and how he’s always a few steps ahead of you on your journey. You get the feeling that, even when you beat him, it could’ve gone the other way and, maybe if he had a slight attitude shift, he could actually surpass you.

In terms of strength as a rival, I think Blue does the best out of anyone on that front. His Pokemon are almost always a higher level than yours unless you’ve been doing a lot of grinding, and he does briefly manage to become the champion of the Pokemon league too. Before the games got their own dedicated champions, having to face off against the guy who’s been poking and prodding you the whole game in your final battle was a brilliant conclusion.

Blue is undoubtedly one of the most memorable trainers, and it’s no surprise that the fanbase points to him when asked how they want the modern rivals to be. However, I think there are a few that have more interesting character arcs.

3 – Silver – Gold/Silver

To my mind, Silver is like Blue, but with the intensity turned up. Where Blue is energetic and childish in how he antagonises you, Silver is more calm and collected. It’s not an in-your-face kind of hatred; it’s seathing below the surface and only comes out in dismissive and hateful remarks. His laser-focus on being the ‘strongest’ trainer is the kind of goal that we can relate to, but his methods are despicable, and it can get frustrating to see him constantly dismiss anyone who tries to tell him that opening your heart to Pokemon is how to become stronger. His thought process of those kinds of people being ‘weak’ is weirdly reminiscent of things we see in our society today, such as toxic masculinity, and it brings out similar feelings.

Much like Blue, he’s a pretty strong trainer, although I wouldn’t quite put him on Blue’s level in terms of challenge. His team is a bit less well-rounded, but the levels are still on-par if not above yours and require preparation. His growth as a character is what puts him over the top of Blue for me. While Blue does mature a bit, he doesn’t go through the learning process that Silver does.

His hatred for Team Rocket (which in HGSS we found out was because his father, Giovanni, abandoned him) is driving him to become stronger, but that hatred is what’s locking him off from reaching his true potential. It takes him a while, but he eventually begins to understand this and dedicate himself to diving deeper into the topic. His change in language from being the ‘strongest’ trainer to the ‘greatest’ trainer is a small change, but it’s the perfect encapsulation of the growth that he goes through.

While I think giving characters in Pokemon games a massive story arc is asking a bit much in the modern era, I still think it’s entirely possible to do things like this, even with the sporadic encounters we get with the rivals.

2 – Bianca – Black/White

While the generation 5 games are far from my favourites, I can’t deny that their narratives are what Pokemon games should be aspiring to achieve. Sure, when compared to the gaming industry as a whole, it’s not anything incredible, but it’s by far the best the main-series Pokemon games have ever put together.

As such, both of the main rivals in Black & White had really interesting character arcs that played to satisfying conclusions. Black & White are rather heavy-handed in their themes of ‘Truth & Ideals’, which both work in tandem and in conflict with each other. Bianca & Cheren are two of the clearest representations of this. It’s interesting to see how they go through very similar experiences but come to very different conclusions about their respective lives.

Bianca is more of a representation of truth. She starts off on uneven footing, partly because she can be a bit clumsy and forgetful, but also because she’s taking her journey against her father’s wishes. It’s never been shown as a big deal in the Pokemon world when children wander off around the world at 10 years old, but this finally touched on how it would actually work if they came into conflict. It’s key to showing that Bianca may be full of self-doubt and uncertainty about her abilities, but she still holds a powerful resolve to push towards her goals.

The second half of her story is interesting because she has to come to terms with the fact that she just isn’t good enough to hang with the best of the best (the player). It’s a weird balance because she’s still a formidable opponent, but her battles are by design a bit easier than Cheren’s, and it’s that narrative through mechanics design that I love to see, even if it is rare in this franchise. We actually get to see her reach the conclusion to go out and research instead of battling, and thanks to the sequels, we see the successful person she eventually turned into. I think the excellence of Bianca’s story is why I didn’t connect with Hop’s. Hop’s story just felt like a cheap imitation that the writers didn’t commit to enough.

She serves as one half of a pair of excellent rivals, and the highlights of her character truly sign when you contrast the two together. So, with that in mind…

1 – Cheren – Black/White

Where Bianca represents truth, Cheren represents ideals. Before you even set out on your journey, it seems like he’s got it all planned out. He has extensive knowledge of Pokemon (compared to Bianca & the player character at the start) and seems laser-focused on his goals. Where his conflict comes in is pondering exactly why he’s striving for what he’s striving for.

The generic “become stronger” goal of most of the rivals gets challenged significantly here, and while the game doesn’t push all the way with the examination, it does somewhat analyse what it even means to be strong. Cheren blindly pursues his goals without considering why, and it leads to a great deal of inner conflict with him. What’s great is how he changes his analysis of his situation. He starts out looking to others and seeing how they behave, but eventually turns his questioning to himself and pondering what would make him happy in his life.

Once again, the sequel does wonders for him, as we get to see what path he chose amidst the relative uncertainty we left him in the originals. A Gym Leader & Teacher is an interesting choice, but one that I think works. He gets incredibly frustrated at constantly losing the player in Black & White, and yet, as a Gym Lader – the first Gym Leader, no less – his role is to be beaten. He no longer seeks to increase his own strength but instead aid other trainers in finding theirs.

When combined with Bianca, we see the themes come through strongest of all. The idea that your ideals in life may not be what you think they are, but that’s ok as long as you learn to adapt and find happiness in where you end up. It’s not some earth-breaking revelation, but for kids who play these games and take on board this message, I have no doubt it did wonders for their world view. That’s what games with audiences that skew younger should be doing, and that’s what makes Cheren & Bianca Pokemon’s best rivals.

So there you have it! Thank you very much for taking the time to read this post. Please, let me know who your favourite rivals are, either in the comments below or on Twitter @SStyleSmark. Finally, make sure to come back here this time next week, where I’ll be running down the worst Royal Rumble winners in history!

9 Best Fall Guys Levels

One of my favourite games of 2020, Fall Guys is continuing to entertain well into the new year. People on Twitter can call it a ‘dead game’ all they want, but I don’t think that could be further from the truth. The game is still being supported and seems like it will continue for at least another year with new levels to stumble around on.

We’re three seasons into Fall Guys’ lifespan so far, and there are a total of 37 different levels you could get in any given game. These levels are split into different categories depending on their gameplay style, and they’re mixed up enough that no two games feel the same. However, with that many levels, they can’t all be brilliant, and there are certainly some levels that I’m happier to see pop up than others, and I want to talk about some of those today.

9 – Knight Fever

In comparison to seasons 1 & 3, season 2 doesn’t seem to be all that grand in scope. There were only four new levels added in that season, and it seemed to go by in a flash, probably because a large part of the post-release dev time was focused on bug-fixes and patches than new stuff. The thing is, as much as there were only four new levels, they were four excellent levels, and three of them are going to feature on this list. The first of which is Knight Fever.

To me, race levels are their best, the more complex they are. The more straightforward race levels like Door Dash or Gate Crash are still fun, but I get the most fun out of the races with many different obstacles for me to navigate. Knight Fever ticks my boxes in that regard. Starting off with some very easy to avoid spinning axes, you move onto the pillars of rotating spikes, which can be navigated quite easily with skill, but still catches me off-guard every now and then. After sliding down a slime slope (avoiding more spinning axes that are so easy to dodge, I almost think they’re there just for aesthetics), you have to face the biggest challenge of the level, the swinging spikey logs (screw your meme names). How well you get through these mostly just depends on your timing, but you never feel entirely safe while running through that section. Finally, you have to not be an idiot to get over the drawbridge, and you’re home free.

While I would like a bit more variation in the obstacles, Knight Fever has a good sense of rising challenge as you progress. It’s not perfect, as we’ll see through the other race levels on this list, but it’s probably the best use of the medieval theme out of all the new levels. It’s a level that has just enough random elements that even once you’ve learnt it, you can never reliably get through it on autopilot.

8 – The Whirlygig

In truth, this level isn’t all that complex, but it is a lot of fun to watch beans getting pinged all over the place. There are some Fall Guys levels that forgo some skill requirements in favour of being way more fun, and this is definitely one of those, something I’m very grateful for.

In The Whirlygig, you start out by running across a field of spinning bars, with no risk of falling off of the level, which means that screwing up only leads to comically flinging yourself all over the place instead of failure. Then you have to navigate a couple of small jumps that everyone seems to bitch about, but I’ve never struggled with. The only time it’s a problem is if there’s a bunch of nervous people on it hogging the platform. You pass through the first big fan blade, which can be really punishing if you get caught in it, before running around…some walls and some fan blades that aren’t even pretending to be obstacles.

After passing through the second, fairly slow-moving fanblade, you’re into the final section of the level, where you have a choice. If you’re a gutless coward, you can take the side routes where you have to jump over hovering platforms, each with a spinning bar on them, which can throw you off if you time your jumps wrong. Or, you can try your luck at the massive, fast-spinning fan blade in the middle to cut out half of that section, which is the far more fun way to complete the level.

What I like so much about this level is that you’re level truly ‘out’ of it when you screw up. The final section is just tricky enough that it takes people a little while to complete it, giving anyone who messed up early on a decent chance to recover. On top of that, the choice of the two routes at the end means you get a good variety in what everyone’s doing. No-one’s trying to funnel through the same small section and getting in each other’s way, and it adds to the background chaos of the level.

The middle section is laughably easy, and the only real negative for the level, but the beginning and end are so much fun that I’m willing to overlook it.

7 – Fall Ball

Team games are a controversial subject in the Fall Guys fanbase. Some think they’re the best of what the game has to offer; others think they’re stupid, unfair and unfun. For me, it depends on which game it is, there are some of the team games which are just plainly unfun, mainly the ones where you have to push a ball, but as long as the main content of the game is enjoyable, I don’t mind the unfairness that can come with being placed into teams.

Case in point is Fall Ball. Sometimes, it feels extremely one-sided, and it’s disappointing when you’re put in a team that doesn’t seem to be very good at the game, but also, who cares? Jumping around headbutting a massive football and watching it bounce all over the place is a joyous feeling. It’s one of the gamemodes that I think is far better with more people, as the chaos is what makes it so fun. That’s why I also have a great love for the variants with obstacles included.

While there definitely is room to work as a team (and I’m sure you’d do far better if you did), no-one does, and everyone just does their own thing. Once again, it’s sacrificing skill for fun, and I think that’s great. You can never truly predict where the ball will go when you hit it, it bounces normally, but you’ve no idea who could get in the way, or maybe even jump at the same time as you and send it high up into the air. This is especially true on the rare occasion the game decides to drop you some of the oddly shaped balls or even a banana.

I think that Fall Ball is the best of what the team games have to offer, forcing a lot of chaotic interaction between the teams and lasting just the right amount of time, so you don’t get sick of it.

6 – Jump Showdown

What I love about most of the final rounds is how simple they are. Instead of making a bunch of crazy obstacles, they present you with a simple concept and leave your skill to determine who wins. I know I’ve said so far that I like it when they put fun over skill, but for the final round, it’s different. It’s to determine who’s the best, and that should definitely be a contest of skill.

That’s not to say there’s no fun to be had in this level, though, because jumping over the spinning bar while dodging the top spinning bar is loads of fun. It’s not the same kind of fun as the more chaotic levels though, this is a tense kind of fun. Your attention is being drawn by many things at once: where the top bar is, where the bottom bar is, which platforms are falling away, and where that arsehole who keeps trying to grab everybody is.

The section of the platforms falling away are great for two reasons. One is that it gives you an extra thing to think about as your dodging the bars, you don’t want to be standing on one when it falls, but you also don’t want to be stranded on one with no escape if it falls next. Two is that it limited your movement options and pushes people close together, making it more likely for mistakes to happen. When there’s a full circle, it’s easy to avoid hitting a point where both the top and bottom bar are coming at you together, but when you’ve only got one or two segments to work with, you’ve got to be a lot more careful and plan ahead for where you’re going to make your jump.

At the same time, it doesn’t overwhelm you with too much going on at once. As long as you’re careful, you can last quite a while and have some very intense battles with the few people remaining, especially as the speed of the bar increases seemingly exponentially.

5 – Hoopsie Legends

Am I just putting this one so high because I always do well at it? That may have something to do with it.

This is a great example of how much more fun a level can be when it’s a free-for-all instead of a team game. The original team hoop game is still fun, but it’s nowhere near as hectic or urgent as this one is. With a timer, until the round expires and teammates all over the place, it’s easy to see a ring a little further away and rely on someone else to get it, and I tend to find that just camping a small spot is the best way to go. However, those tactics get thrown out of the window when it’s a free-for-all.

When everyone’s in it for themselves, things become a lot more frantic, and every hoop suddenly becomes an opportunity you need to make a mad dash for. The requirement of just 6 hoops to qualify hits the perfect balance of being large enough so that you won’t be screwed over by bad luck but small enough that you can’t waste time. On top of that, the design of the level in the free-for-all version is far more exciting and creates a lot of awkward positions for hoops, meaning even if there are people much closer to a hoop than you, you can still beat them to it with better platforming.

It’s technically a more skill-based level than most others, but the free-for-all nature injects the needed chaos, as it will always be funny as three of you all jump for a hoop at once but end up bouncing off of each other.

4 – Wall Guys

Wall Guys is a level that takes the chaos of everyone trying to do the same thing at once from team games but tweaks it so that everyone is working for themselves, and that’s all you need to lead to madness.

This is the kind of level that clearly separates the risk-takers and the safe-players but gives them both a fairly equal opportunity to succeed while still allowing those who look to wreak havoc have their fun. The way you have to push blocks around to get over the walls creates this unique blend of co-operation along with a competition where everyone’s rushing to get to the end.

If you get ahead early on, then you’ll probably be alright to sort things out for yourself, but as soon as the bulk of the crowd reaches you, your situation becomes infinitely more complex. Never mind that everyone seems to have a different idea of where the perfect place for each block is or the people who are just there to screw you over; making the jumps with so many people around crashing into you can be enough of a challenge. I say that like it’s a negative, but I think it’s what makes this level so much fun.

Whether you want to run along the top and try to make the risky jumps or push the blocks around and risk-taking too long climbing up, Wall Guys can cater to just about everyone with some very simple design.

3 – Slime Climb

Slime Climb is more or less the archetype of what a good Fall Guys level should include, and it’s no wonder that it’s one of the most popular levels amongst the fanbase.

During the game’s marketing, Fall Guys saw a lot of comparison to old game shows like Takeshi’s Castle or Wipeout, and with good reason. The soft-play aesthetic, combined with big ridiculous obstacles designed to toss you about, is everything those shows were about and give many people lots of fond memories. Slime Climb is the level that best exemplifies those elements, putting through the wringer in terms of the variety of obstacles. In a way, it’s almost the best introduction level to the game (even if you never get it first) in that it has such an extensive variety of obstacles that it’ll prepare you for everything else the game will throw at you.

Rather than forcing you to interact with the other players, these levels tend to use them more as obstacles than anything else. Many of the obstacles would probably be much easier to clear if there weren’t 10 other people trying to do it at the same time, and that’s not even mentioning the arseholes who sit at choke-points to screw people over. Simultaneously, the level wouldn’t feel the same without those people; weirdly, they’ve become a feature of the level.

Slime Climb feels like the purest distillation of what Fall Guys is like as a game. It mixes the race & survival aspects to constantly keep the pressure on while running the gauntlet of obstacles. The more you play it, the better techniques and shortcuts you discover to create one of the most optimised levels in the game in the best way possible.

2 – Freezy Peak

I’m not entirely sure what it is about this one that makes me love it so much, but it’s easily the most finely crafted race-level the game has right now.

The basic concept is a lot more fun than a regular race level. I much prefer the idea of racing around to be king of the hill than stumbling along the straight horizontal line. The level starts off with slightly different obstacles depending on where you spawn, you’ll either have to navigate past some boxing glove pistons or some flippers before players get funnelled through conveyor belts moving the wrong way as snowballs are fired at them. You then fly up to the next platform using some fans but have to be careful where you land, as there are plenty of flippers ready to ruin your day if you land on them.

Then, after hovering your way over another couple of fans, the big climb begins. In the longest portion of the level, you can either go up the inside or outside lane, with the ability to switch at any time. The inside lane has those boxing glove pistons in front of some flippers ready to throw you off the side of the mountain, while the outside lane has giant snowballs rolls down it constantly. Get past that, and you have to climb a small peak of conveyor belts circling around before one massive fan launches you up to the icy road to the finish line.

It’s quite the gauntlet of obstacles, with many chances for failure, but that’s what I like about this level. On top of that, unlike Slime Climb, where falling means elimination, here you can keep respawning, which means you never feel like you’re truly out of the race. It makes brilliant use of almost all of the new obstacles added in season 3, in a level that is as challenging as it is varied.

1 – Hex-A-Gone

Appropriately finishing off with finale round, Hex-A-Gone is a pure and simple fun test of skill.

There’s really not much to explain with the topic, there are several layers of hexes; when you step on a hex, it disappears, if you fall to the bottom, you’re out, last bean standing wins. Much like Jump Showdown, it leans more to the skilful side of things – as finale rounds should – but doesn’t forget to include some fun along the way. Here, the fun comes from the other beans and how they’re constantly getting in your way. Your interactions with other people in this level are probably some of the funniest, as a collision can send you both tumbling a few floors, and there’s not really any way of screwing people over by grabbing them; at least no without the grabber being screwed over too.

What puts this level over the top for me is how tense it can get. You quickly learn you can use the hexes’ animation falling away to delay your move to the next hex, keeping you in the game while longer, and you have to start to think very carefully about where you’re going and how you’re getting there. The round will start off in chaos as a maximum of 20 people start obliterating the top layers, but once it pairs down to a few people, it’s so dense that it’s just as much fun to watch as it is to play.

When you’re in those last moments, where most of the layers have been torn apart, you’ve got so much to think about. Where you’re currently moving; where you’re going to go when the current section runs out of hexes; where you need to land on the layers below you to have the best chance of survival, and where your opponents are. Do you try to crowd out your opponents’ space in the hopes you’ll be able to knock them off? Or do you steer clear of them in the hopes they’ll make a mistake? These are all thoughts that go through your brain in no time at all as you run around this level, and it’s brilliant.

Not to mention, it’s arguably the level where you do the most falling, so I think it’s appropriate that its Fall Guys best level.

And there you have it! Thank you very much for taking the time to read this post. Please, let me know what you think, either in the comments below or on Twitter @SStyleSmark. Finally, make sure to come back this time next week, where I’ll be covering WWE Fastlane!