My 100 Favourite Games of All Time (100-91)

This list was a long time in the making, and finally, it’s here.

Throughout the summer, I’m going to be running down my top 100 games of all time. This isn’t designed to be a definitive ‘greatest’ or ‘most important’ games list, this is going to be personal to me. The only thing that determines what position each game gets on a list is how much I enjoyed playing it. It’s that straightforward.

Some quick background on my gaming history, I’ve only ever owned the following platforms: PC, Game Boy, Game Boy Advance, Nintendo DS, Nintendo 3DS, Xbox 360 & Nintendo Switch. So, if a game didn’t come out on any of those platforms, I didn’t play it. I recently picked up a PS4, but I haven’t had a chance to play much yet, so don’t expect to see those games on this list.

My usual restrictions on ‘no early access’ doesn’t stand for this one, they’re totally free to go in regardless. The only restriction I’m putting on it is games that I played for the first time in 2020 will not be on this list. My opinion on how much I enjoyed a game tends to shift as I get some distance from it, so I will be covering those in my usual end-of-year lists, instead of including them here.

Finally, before we start. Although this first list is coming out in the usual Saturday time slot, I’m going to be releasing the rest on Wednesday every week, so I can still cover all the other stuff I like to cover on this blog. This also has the happy (and entirely planned) coincidence of meaning the final instalment will release on my birthday.

That’s all the explanation, now onto the games!

100 – GeoGuessr

Release Date: 9th May 2013
Developers: Anton Wallén, Daniel Antell, Erland Ranvinge
Platforms: Web Browser

It’s a game where you work out where you are.

A lot of casual games, such as Candy Crush and Angry Birds, sell themselves on being ‘accessible by anyone’, but I’m not entirely sure that statement is quite true. I think some people wouldn’t quite understand why they’re doing the things they’re doing in games like that, and the attitudes presented in those games can be quite a lousy representation for someone new to the medium.

GeoGuessr is what I would describe as the best possible introduction to video games. The concept is so simple, you’re in a place on the Earth, you have to wander around it and work out where you are. Not only is that easy for anyone to understand, but it brings to the table the core of what video games are supposed to be about, problem-solving. It’s an interesting little toy to use on your own, but where it really shines is when you get a bunch of people involved to start discussing and debating it with you.

GeoGuessr is a game where absolutely everyone can get enjoyment out of it. I’ve played it with my younger siblings, my older relatives and friends similar ages to me and all of them had a fun time playing it. It’s a concept that’s so immediately graspable by just about anyone, and it allows you to put to use the general knowledge that we all gain about the world during our lifetimes.

99 – Toybox Turbos

Release Date: 12th November 2014
Developer: Codemasters
Publisher: Codemasters
Platforms: Xbox 360, Playstation 3, Windows
Metacritic Average: 78%

It’s a game about toy cars trying to murder other toy cars.

Toybox Turbos took did something quite rare to see in the modern gaming climate, even on the indie scene, which is that they took a form of gameplay that hadn’t been used for almost a decade, breathed new life into it, and managed to create a game better than the original.

Trying to top Micro Machines was going to be quite the task, but the developers of Toybox Turbos managed to replicate the gameplay feel almost perfectly. Then they piled tonnes of charm in the visual design onto it, and you’ve got yourself a winner. It creates the beautiful style of couch co-op that I absolutely love where the learning curve isn’t very steep at all. There’s also a pretty low skill ceiling, which means anyone new picking up shouldn’t have much trouble defeating more experienced players.

Toybox Turbos is one of those rare gems that take an old formula and polishes it up to work in a modern setting. It keeps the sense of fun the original formula had while throwing in a new visual style that ramps the charm through the roof.

98 – Counter-Strike: Global Offensive

Release Date: 21st August 2012
Developer: Hidden Path Entertainment, Valve Corporation
Publisher: Valve Corporation
Platforms: Xbox 360, Playstation 3, WindowsMac, Linux
Metacritic Average: 83%

It’s a game where you shoot some dudes.

I’m not the biggest fan of dude-shooting games. They tend to get a bit repetitive for me, and they’ll often drive me away. However, I can’t deny that I occasionally get that itch to play a game where I’ve just got to do some simple dude-shooting and not worry about much else. When that time comes, CS:GO is the game I get to scratch that itch.

The shooting is nice and tight, the guns are surprisingly precise, and there’s a good variety on offer. There’s more skill to it than many other shooters I’ve played, but when I’m playing it casually, I don’t feel constantly pressured to be hyper-aware or always being competitive. Honestly, I have just as much fun wandering around aimlessly shooting at bots as I do playing real matches.

I wouldn’t regard CS:GO as anything special, but I can’t deny that I do have fun whenever I decide to boot it up once a month or so.

97 – Tetris

Release Date: 6th June 1984
Designer: Alexey Pajitnov
Platforms: If it exists, you can play Tetris on it

It’s Tetris.

I don’t care what anyone says, Tetris is brilliant. It’s wonderfully compelling and a little bit addictive. There’s nothing revolutionary or particularly unique about Tetris, and if I’m honest, I can’t really describe why I like it so much, I just do.

I don’t really think there’s much more I can say about it, Tetris is brilliant because it’s Tetris, and that’s all there is to it.

96 – Liero

Release Date: 1st January 1998
Developer: Erik Lindroos
Platforms: Windows, Mac, Linux

It’s Worms but in real-time.

A pretty straightforward, but surprisingly engaging windows game here, as Liero was a game that fully embraced the chaos of what the Worms games could be.

For one thing, there was a wide variety of weapons that could make any game quite tense. The AI wasn’t the smartest, but it was still good for a game, although playing against another person was always much more fun. The mechanic of having to manually dig through the terrain to get to each other is genius, as it means that you’re almost entirely in control of the map. Given that almost every weapon affects the terrain, you’re continually having to think of the consequences of every move, giving the game a surprising amount of strategy.

What really makes this game stand out, though, is the levels of customisation you can give to each time. You can change the amount of blood produced (all the way up to 500%, which is insane) and you can customise your health to insanely high degrees. Easily the best setting is the one that lets you change the reload speed, as you can change it all the way down to zero, meaning there are no reloading times. At this point, every weapon in the game become a ludicrously powerful tool of mass destruction that could obliterate the whole map in seconds.

It’s stupid, ridiculous and insane amounts of fun.

95 – Democracy 3

Release Date: 14th October 2013
Developer: Positech Games, Red Marble Games
Publisher: Positech Games, Tri Synergy
Platforms: Windows, Mac, Linux
Metacritic Average: 70%

It’s a game about being the government.

Democracy teaches you a lesson, a lesson in why the people in power do the things that they do. When you see a politician do something that seems to be totally against what they preach, Democracy shows you why the people in power do things like that by forcing you to become that person. You can absolutely play Democracy by just changing everything to be exactly how you personally want the world to work, but it won’t go well. You’ll end up driving the GDP through the floor, spiking crime to an all-time high or just upsetting enough people so that you lose you next election in a landslide, or worse get assassinated.

When playing Democracy, I found myself making decisions that go against some of my fundamental beliefs solely to keep the country afloat. Be it because putting a substantial tax on something because it makes up the extra money we need in our budget or because banning something I think is fine will make the majority of people very happy. CGP Grey’s ‘Rules for Rulers‘ video touches on a lot of these points, but Democracy is a game that shows it to you in action.

Not only is Democracy quite a fun game if you have the patience to bury yourself in it, but it will also help teach you things about how the government works, and what exactly is going on in the minds of those in power.

94 – Mini Metro

Release Date: 6th November 2015
Developer: Dinosaur Polo Club
Publisher: Dinosaur Polo Club
Platforms: Playstation 4, Nintendo Switch, Web Browser, Windows, Mac, Linux, Andriod, iOS
Metacritic Average: 89%

It’s a game about designing underground train networks.

Mini Metro is a constant balancing act, one that will inevitably spiral out of control, and it’s your job to prevent that spiral for as long as possible. Everything about Mini Metro draws me into it. I’m not one of those Brits who’s in love with the London Underground, but the aesthetic design of the game is an endearing one. It had all the charm in the world, and it’s also an excellent way to display all of the information the game needs to display.

It creates a slightly strange style of puzzle, where you’re not presented with the whole puzzle right at the start, but rather the puzzle slowly forms throughout the game. This kind of puzzle design forces the player to form solutions that aren’t necessarily efficient in the long-run but work for the moment they are presented to you. In that sense, it’s almost like a game that teaches you how to be good at ‘bodge-fixing’ things. Sure, that line you’ve just made will be overcrowded in a couple weeks, but it’s working right now and ‘right now’ is all you’re concerned about.

It means that every puzzle is different every time you play it, and gives the game replayability value that puzzle games don’t often have. Games very rarely use the player’s own inefficiency against them, but Mini Metro creates a scenario that tricks you into making long-term mistakes, without it feeling like the game is deliberately screwing you over.

93 – Organ Trail: Director’s Cut

Release Date: 9th August 2012
Developer: The Men Who Wear Many Hats
Publisher: The Men Who Wear Many Hats
Platforms: Playstation 4, PlayStation Vita, Nintendo Switch, Web Browser, Windows, Mac, Linux, Andriod, iOS, Ouya
Metacritic Average: 86%

It’s a game where everyone dies of dysentery while you shoot zombies.

Plenty of classic games have been remade and had various adaptations made over the years. Games like Tetris, Pacman and Pong have had too many clones or ‘new takes’ on them to count, but Oregon Trail has never really had that. I don’t know if because it was an educational game, or it just wasn’t popular enough to warrant it, but I don’t think I’d ever seen an attempt at adapting Oregon Trail until this came along.

At face value, Organ Trail takes the gameplay or Oregan Trail, makes a few modernisations and sets it in a zombie apocalypse, except it goes deeper than that. Not only does Organ Trail update the nuances of the gameplay, but it also looks to expand upon it and gives much more replayability value with a massive variety of events and missions you can partake in. Not to mention keeping your crew alive.

All the while, it keeps that feeling of going on a journey and caring about the characters that you created by giving stupid names because you thought it would be funny. It taps into what was compelling about the original Oregon Trail and expands upon it, which is perfect for a homage game like this one.

92 – Westerado: Double Barrelled

Release Date: 16th April 2015
Developer: Ostrich Banditos
Publisher: Adult Swim, Cartoon Interactive Group Inc
Platforms: Xbox One, Windows, Mac
Metacritic Average: 80%

It’s an old western murder mystery.

That sentence alone should be enough explanation as to why it’s on this list, but here are the details.

Westerado gives you a very simple premise that slowly expands over the course of the game. You get taught how to shoot, and then your family gets murdered and you have to find out whodunit. The murderer could be pretty much any random guy wandering about the world, but how you figure it out is the key.

You go around the world doing favours for people in exchange for information. You get told little details about the man bit by bit. These could be what shape his hat is, or what colour his bandana is. Then once you’ve got your full description, you find his location and hunt him down. The game presents itself, both in its narrative and gameplay, like it’s an old western, to create something genuinely unique.

91 – Bejeweled 3

Release Date: 7th December 2010
Developer: PopCap Games
Publisher: PopCap Games
Platforms: Xbox 360, Playstation 3, Windows, Mac, Nintendo DS, iOS, Android
Metacritic Average: 82%

It’s a game where you make the colours line up.

Once again, I don’t really think this one needs much explaining, it’s the game that you play when you don’t want to play anything. Sure, it has various modes of gameplay that change up the formula in exciting ways, but that doesn’t really matter. It’s the game where you swap the colours to make the colours match, and that is in some way useful.

Also, while it didn’t invent the formula, it certainly popularized it to the point where King could take that exact same formula and make one of the most popular mobile games of all time, so it’s got to be doing something right.

And there you have it! Thank you very much for taking the time to read this post. Please, let me know what you think of these games, either in the comments below, or on Twitter @10ryawoo. Finally, make sure you come back here on Wednesday for the next entry in this series!

10 Powerful Pokemon That Are World Champions

While Pokemon has spent the past twenty years enveloping kids and adults alike with its bright & colourful world, exciting battles and storytelling charm, everyone’s favourite creature capturing franchise has accrued a wide range of different types of players. Some want to just play through the story and use Pokemon they like the look of; some want to follow the series’ slogan and catch ’em all, and those who like to spend countless hours resetting their game over and over to get a Mewtwo that’s green instead of pink.

Which of those groups I’m a part of isn’t important (although my green Mewtwo will wipe the floor with whatever pathetic pink monstrosity you throw my way). However, others take things a significant step further. Not content with merely defeating each game’s champion and entering the Hall of Fame, some players go out into the real world with their Pokemon to battle anyone they can find to prove that they are the very best, like…you know the rest. Eventually, these competitions between trainers were formalised, and 2009 saw the video games series (referred to as VGC) join the Trading Card Game at the official Pokemon World Championships, using a 4 v 4 double battle format.

Naturally, with almost 900 hundred different Pokemon in the franchise, not all of them are going to have the power or skill that it takes to be a part of a world champion team and as such, a select few Pokemon have risen to the top. These Pokemon rose to the top and have claimed a spot of a world championship-winning team during their lifetimes. We’ll also be looking at teams that made it to the top 8 (quarter-finals). Be it because they dominated the metagame for a short space of time, or endured through the years as a staple of the scene, these are the 10 powerful Pokemon that are world champions.

I’d like to thank smogon.com and False Swipe Gaming on YouTube, as this is where I got the majority of my research from.

10 – Tyranitar

One of the most fragile Pokemon on this list, Tyranitar is much like any good video game boss in that it has a big glowing weak spot in the form of Fighting-type Pokemon. Not only does Tyranitar’s Rock and Dark typing give it a 4-times weakness to them, but it doesn’t possess any kind of reliable move in its arsenal to deal with them.

Tyranitar’s main strengths come from its ability. The most prominent ability for this pale green monster uses Sand Stream to kick up a sandstorm as soon as it enters the field. This boosts Tyranitar’s defences and deals some all-important chip damage to any non-Rock, Ground or Steel-type Pokemon the field. Backing this up with moves like the forceful Crunch and Rock Slide – the latter of which can deal damage to both opposing Pokemon simultaneously – was the perfect way to make use of Tyranitar’s exceptionally high attack stat. Not to mention, it was always packing a Low Kick to deal with otherwise troublesome Steel types.

Tyranitar’s standout year competitively was 2012. It featured in five of the teams to make top 8 at the world championships that year, including helping the USA’s Ray Rizzo claim his third world championship. While its popularity has notably decreased since then, thanks to weather effects becoming less critical to the metagame, Tyranitar has still made sporadic appearances over the years. Most recently helping Roberto Porretti reach 7th place in 2018.

Tyrantitar is an undoubtedly flawed Pokemon having a whole host of weaknesses to common types. Still, it makes up for it with a fantastic ability and a whole truckload of powerful attacks that make this Pokemon one that can never be underestimated.

9 – Bronzong

From a Pokemon who has popped up on a few teams every year, to one that absolutely dominated a single year of VGC.

After a few sporadic appearances in the early days of VGC, Bronzong disappeared in the background and was very rarely, if ever, featured in high-placing teams as it was outclassed in its support role by incredible Pokemon like Cresselia. This begs the question, in 2016, why on Earth did it feature on 7 out of the top 8 teams, including world champion Wolfe Glick’s?

It was quite simply a beneficiary of the other Pokemon that ended up being featured heavily in the 2016 metagame. This was the first season since 2010 where “restricted Pokemon” like the cover-legendaries were allowed to feature on competitive teams. One of the most popular of these Pokemon was Xerneas, which had the ever-resilient Fairy type and an incredible buffing move in the form of Geomancy. Luckily for Bronzong, it was an almost perfect counter to the legendary of life. It’s rare Steel & Psychic typing made it quite the tough Pokemon to crack, especially against opposing Fairy types, which it could absolutely wreck with a well-placed Gyro Ball.

That wasn’t all it did though, as its primary role on the team was to set up Trick Room, which is a move that turns the speed-calculations on its head and allows the slowest Pokemon on the field to move first. This was a crucial factor to victory in a metagame littered with fast Pokemon like Salamence, Gengar and even Rayquaza. It could even run a move like Hypnosis, to prevent those Pokemon from moving entirely, or use Skill Swap on it’s allied Primal Groudon/Kyogre to keep the beneficial weather effects in play while the Primals make the switch out of battle.

Although Bronzong has seldom been seen in VGC before or since the 2016 season, during that one season, it was almost mandatory to have if you wanted to land yourself a high placement. In the long-run, it will always have Pokemon that do its job better, but it absolutely proved that all it takes is the right set of circumstances to launch any Pokemon into the forefront of the metagame.

8 – Incineroar

One thing that is abundantly clear when looking through the history of competitive VGC is that starter Pokemon do not make good competitive team members. Their relatively even stat balance often makes them perfect for running through the singleplayer game, but relatively unviable for the much harsher climate of competitive play. So what makes Incineroar different?

First of all, the Dark-type is a huge boon, as it gives it access to some fantastic competitive moves. These can include moves like Snarl that lower the opposing Pokemon’s Special Attack, or Knock Off which can rid opposing Pokemon of their held-items, which are often crucial to a Pokemon’s survival in battle. The moves that were key to any Incineroar set, however, were Fire Blast, which could deal out massive Fire-Type damage, and Fake Out, which was guaranteed to immobilise its target on that turn if it hit.

Combine this with its Intimidate ability – an ability that lowers the opposing Pokemon’s attack when Incineroar enters the field – and you’ve got yourself the perfect support Pokemon. It’s able to keep its partner in the fight by stalling out opponents and perfectly countering some of the most prominent and powerful Pokemon in the Sun & Moon metagame, including Aeigislash, Celesteela and even the all-powerful Cresselia.

As such Incineroar has seen huge usage since its Intimidate ability set was released in 2018. It featured on five of the top 8 teams in 2018 and seven in 2019, featuring in the 1st place team both times.

Incineroar was able to prove that starter Pokemon are more than just fodder for the singleplayer game and fond childhood memories, but could wreck shop on the battlefield too.

7 – Amoonguss

Another Pokemon here that has seen scattered usage throughout the years, Amoongus is one of those support Pokemon that never truly goes away.

Spore and Rage Powder are the moves that have been key to Amoonguss’ success over the years. Spore is a move with 100% accuracy and is guaranteed to put the opposing Pokemon to sleep, which is an incredibly powerful thing to have in your arsenal. Meanwhile, Rage Powder forced all attacking moves (not counting spread moves) to target Amoonguss, allowing it to easily protect it’s partner while it dealt out all of the damage.

It had options when it came to its abilities. It could run Effect Spore, which had a chance to inflict a status effect onto any Pokemon that attacked it, or Regenerator, which let it restore one-third of its health when it switched out of battle. While Effect Spore was run for its early seasons, in the years since, high-ranking Amoonguss players have almost exclusively Regenerator sets. This makes it a bulky support Pokemon that can restore its health whenever it wants to, which is a giant boon to controlling the pace of any battle.

Amoonguss’ presence in VGC is quite wide-spread, but also somewhat scattered. It featured on three of the 8 teams in 2011, 2013 & 2019, while taking a spot on a whopping six teams in the 2015 season. It also claimed the world championship in both 2013 & 2015.

Amoonguss ended up being one of those support Pokemon that competitors in VGC just keep coming back to. It has some pretty clear counters, which is why it isn’t seen every year, but when the metagame allows for Amoonguss to flourish, it will always have a noteworthy spot to fill on a team with world championship aspirations.

6 – Thundurus

Arguably one of the most versatile Pokemon this list, Thundurus can fill just about any role you need it to, depending on how you build it.

With a lightning-quick Speed stat (pun definitely intended) and a Special Attack stat to die for, Thundurus could thrive as an all-out attacker. Running Thunderbolt as a robust attacking move made it hard to contend with. It could also carry Hidden Power Flying or Hidden Power Ice to deal with several Pokemon that would otherwise threaten it. Its speed made sure it’d always get to move first, save for a Trick Room which wasn’t overly common in the seasons where Thundurus saw its most prominent usage.

That wasn’t all Thundurus could do though, as it was also an ideal support Pokemon. It couldn’t dish out healing like other great supports, but it didn’t need to. Its ability, Prankster, gave all of its non-attacking moves priority, which meant that they would always execute first, even if the opposing Pokemon was faster. Combine that with access to a move like Thunder Wave and the opposing Pokemon would be lucky if they ever even got a chance to move before they were swept away by Thundurus’ partner. It could even run Rain Dance to control the weather if the team needed it.

Thundurus’ standout year was inarguably 2011, featuring on seven of the top 8 teams at that year’s world championships, including 1st place. It was most frequently partnered up with its fellow genie Tornadus, and the fair of them wrecked shop throughout the 2011 metagame. It’s usage dropped in 2012 when the enitre National Dex was allowed to compete in VGC, instead of just the Unova Dex. However, it still managed to find a spot on four top 8 teams in 2012 and three top 8 teams in 2013.

Its last hurrah was in the 2015 season, where it won itself a second world championship thanks to Shoma Honami using it as a part of his team. It held two top 8 spots in 2016 but was mostly unable to make an impact thanks to the presence of Primal Groudon & Primal Kyogre.

Even though the Primals were banned again for 2017, it faced a significant problem as there was a new Electric-Type Special Attacker on the scene that outclassed Thundurus in just about every way and that Pokemon’s name was…

5 – Tapu Koko

I won’t lie to you, this list is most legendary Pokemon from here on out.

Dipping back into the well of Generation 7 Pokemon now, Tapu Koko has seen almost total dominance over VGC since it burst onto the scene in 2017 and it’s clear to see why. It has a stupidly high Speed stat which allowed it to totally wipe the floor with the rest of the metagame, which ended up being full of pretty slow Pokemon. It was in a bit of trouble if it came up against a Trick Room team, but even then it had a few tricks up its sleeve to protect itself.

First of which was its ability, Electric Surge. This causes the terrain to become charged with electricity immediately upon Tapu Koko entering the field. Electric Terrain was an insanely powerful tool, as it boosted the power of electric type attacks by 50%, prevented any Pokemon on the ground from falling asleep. Finally, it made the move Hidden Power (a reasonably common move on a lot of Pokemon) the chance to paralyse its target. On top of that, it always ran Thunderbolt (chosen over the more powerful Thunder due to it’s higher accuracy) as a mighty attacking move. It also was backed up by Volt Switch, which allowed it to easily switch out of battle and refresh the Electric Terrain when it rejoined the fight.

Tapu Koko featured on a world championship-winning team in both the 2017 and 2018 seasons of VGC, featuring on seven of the top 8 teams in 2017 and four top 8 teams in 2018 and 2019. It had a great variety of allies over the years, although it was most commonly seen alongside Incineroar for an overwhelming display of attacking prowess.

4 – Garchomp

There are no frills on Garchomp, it’s just a big nasty bastard with more power than most Pokemon can handle. With an absolutely monstrous Attack stat, even the bulkiest of Pokemon have trouble standing up to Garchomp when it gets going. There’s nothing complicated about its moveset either. Garchomps main attacking moves are the devastating Earthquake, which damages every other Pokemon on the field that isn’t flying. It also packs Dragon Claw to cover anything that resists or is immune Earthquake, and even if a Pokemon resists both of those moves, Garchomp can also carry Rock Slide to deal with it.

It even has some defensive prowess too. Dragon and Ground is an incredible defensive type combination and while it’s HP and Defense stats don’t quite match up to its Attack, they’re certainly nothing to be sniffed at. It can even work its defensive capabilities into its moveset, as Substitute could be used instead of Rock Slide, to keep itself around on the field even longer than usual.

Garchomp’s usage in VGC has been a bit scattered throughout the years, although it is generally only missing from the metagame in years where ‘restricted Pokemon’ are allowed. It first made waves in 2012, where it features in three of the top 8 teams, including Ray Rizzo’s first-place team. Garchomp’s standout year was 2014, where it sat on five of the top 8 teams, including battling alongside Sejun Park’s legendary Pachurisu, which won him the world championship that year.

While more recently it has only seen two top 8 placements at the world championships (both in 2017), that’s not entirely representative of the force Garchomp has been on the metagame over the years. Even in the years where it didn’t reach any of the highest placements, it was still widely used amongst the community helping various competitors win regional and national championships respectively.

Garchomp is a Pokemon that needs nothing more than it’s pure power to be successful, which makes sense when you look at the absolute monster this thing presents itself as.

3 – Groudon & Kyogre

I’m giving these two the same entry because their careers in VGC have been heavily linked to each other in some way and their roles on teams are pretty similar in the grand scheme of things.

While Groudon & Kyrogre may not look like they’ve been used as much as many other Pokemon on this list, that is only because they’re classed as ‘restricted Pokemon’ which means that they have been banned from usage in all but three seasons. In 2010, which was their debut season, they were featured heavily. Their ability to control the weather upon entry into the field made them perfect for the format, as it meant they would always be switching in with an advantage.

Their solo typing combined with their substantial defensive stats made them great Pokemon to control the pace of a battle, as it was likely they’d be able to stick around in the fight for an incredibly long time. It would really put the pressure on the opposing team to find a way to handle it quickly, or risk getting swept away by the pair’s hard-hitting spread moves like Surf or Earthquake. As such both Pokemon were featured heavily at the world championships that year, with five of the top 8 teams featuring Kyrogre and six featuring Groudon. This included Ray Rizzo’s 1st place team, which made use of both of them.

Restricted Pokemon weren’t allowed again until 2016, and the metagame had shifted a lot by then. Mega-Evolutions were now running rampant, and there was plenty of brand new powerful Pokemon that threatened to put the weather duo out of a job. Then Omega Ruby & Alpha Sapphire came out and bestowed Groudon & Kyogre with a gift from the heavens…Primal Forms.

Primal Forms completely turned the metagame on their head and were vital for victory in the 2016 season for a couple of major reasons. Firstly, they didn’t take up a mega-slot. Under normal circumstances, there can only be one Pokemon per team that can mega-evolve in a battle. However, the Primal Forms triggered automatically upon entry, provided they were holding the right item (Blue Orb for Kyogre, Red Orb for Groudon). This meant that you could run a different Mega-Evolved Pokemon alongside them, essentially allowing you to have two Mega-Evolved Pokemon in every battle.

With them came some genuinely incredible abilities. Kyogre’s Drizzle ability became Primordial Sea, which prevented attacking Fire-Type moves from doing any damage whatsoever. Meanwhile, Groudon’s Drought ability became Desolate Land, which prevented attacking Water-Type moves from doing any damage whatsoever. As you can imagine, this led to tense battles for control over the weather, as one of those weather conditions would prevent the opposing legendary from executing their signature move (Origin Pulse for Kyogre, Precipice Blades for Groudon). This factor ended up dragging Mega-Rayquaza into the metagame, as its ability, Delta Stream, was able to remove both of these weather effects.

Both Pokemon were all over the 2016 & 2019 seasons, which were the only two that Primal Kyogre & Groudon have been allowed to compete in as of 2020. In 2016, Kyogre saw a bit more useful than Groudon, claiming five slots in that year’s top 8, including 1st. Meanwhile, Groudon only managed three, just missing out on the top slot at 2nd place. However, in 2019, the situation was flipped on its head as this time Groudon was the one to claim 1st place, while Kyogre’s highest placement was only 3rd.

The only thing holding back Kyogre and Groudon is how infrequently they’ve been allowed to take part in VGC. Although, it’s clear as to why that’s the case, as any season where they’ve been allowed to take part, they’ve absolutely dominated the competition and have become must-haves for anyone with world championship aspirations.

2 – Landourus

I wonder if Game Freak meant for the genies to be this powerful when they made them?

First of all, it’s typing is incredible. Being the odd combination of Ground and Flying-Type gives it not one but two immunities; Electric and Ground-Type attacks won’t even scratch it. While there are better defensive Pokemon, its defensive stats are still high enough to give it some staying power. Surely with access to amazing moves like Earthquake and Rock Slide, it would be a sure-fire hit for VGC right? Well…not at first.

For the first couple of years after debuting, Landourus didn’t actually make any top 8 placements at the world championships. The problem was, there were just other Pokemon than could do its job better. Between Terrakion, Krookodile and Garchomp, there wasn’t much reason to pick Landourus over any of them.

UNTIL…

In 2012, Pokemon Black 2 and White 2 released, which gave each of the genies (Thundurus, Tornadus & Landorus) brand new “Therian Forms”. While the other two genies ended up not using theirs much over the years. Landorus, on the other hand, became terrifying. It’s Attack stat got boosted to 145, which is one of the highest for any non-Mega Evolved Pokemon. At this point, Landorus dominated.

At first, in 2013 it made four of the top 8 spots at the world championship. That was nothing, however, compared to the 2015 season, where Landorus’ Therian Form featured in all eight to the top 8 teams that year; a feat that no other Pokemon has ever achieved as of 2020. That wasn’t even the end of its dominance, as it persisted into the 7th generation. It most recently featured on six of the top 8 teams at the world championships in 2018.

Landorus got off to a bit of a rocky start, but once the Therian Form came along, there were few Pokemon that stood any chance of stopping it. It has almost unrivalled attacking power and a type combination that is both unique & exceptionally useful.

1 – Cresselia

To put it simply, Cresselia is the ultimate support Pokemon.

The first point in its favour is it’s exceptionally high HP and Defence stats. The solo-Psychic typing means that it doesn’t have a great deal of weakness, and its Levitate ability grants it immunity from the ever-present and potentially devastating Earthquake. The long and short of it is that once Cresselia is out on the field in a battle, it can stay there pretty much as long as it wants to, with its opponent having to scramble to find a way to get rid of it. This is because if the opponent doesn’t find a way to remove it from the battle quickly, it could very well wreak havoc.

As for the ways it can wreak havoc, they vary. The most commonly used set is the Trick Room set. Using Trick Room to allow the slowest Pokemon the field to move first is a great asset that almost always puts Cresselia in control of the pace in the battle. From here it can be loaded up with a bunch of great support moves, and there’s honestly so many to choose from. It has its choice of Light Screen or Reflect, which reduces the power of opposing attacks and usually carries Helping Hand to boost the power of its partner’s attacks.

When Cresselia isn’t using Trick Room, Icy Wind is the move it will use to control the pace of the battle, as that move is guaranteed to lower the Speed of the opposing Pokemon. Thunder Wave is also an option, as it can inflict Paralysis. However Icy Wind is usually preferred as it does damage along with the reduction in speed. It will also carry the move Calm Mind, which raises both the Special Attack and Special Defence of Cresselia. This boosts its bulk even further, along with giving it greater ability to deal out damage for itself, instead of relying on its partner to do all the heavy lifting. It’s attacking move of choice is Psychic, although it can also carry Ice Beam to take out common threats such as Landorus or Mega Salamence.

When it comes to top 8 placements at the world championships, Cresselia is second to none. With the exception of 2019, the only years where it didn’t claim a spot were the years that it was banned. In every other year, it has claimed a spot on at least one of the top 8 teams, winning a world championship on three separate occasions; those being in 2010, 2012 & 2015.

With the sheer amount of usage it’s seen over the years, you could make an excellent case for Cresselia being the face of VGC. Every time a new generation comes along, it features a handful of useful support Pokemon. Still, none of them will ever be able to have the longevity or legacy that Cresselia has in the competitive. It’s seen a slight dip in usage in recent years, but you can bet that it will only be a matter of time before Cresselia finds yet another way to take charge of the competitive scene; probably winning another world championship in the process.

And there you have it! Thank you very much for taking the time to read this. Please, let me know what you think of these Pokemon, either in the comments below or on Twitter @10ryawoo. Finally, make sure you come back this time next week, as I’ll be releasing the first instalment in my summer-long series where I’ll be running down my 100 favourite games of all time! You won’t want to miss it.

Every Minecraft Update Ranked (Part 2)

A few weeks ago, I covered the bottom half of the Minecraft updates. The updates that didn’t really give us much in the way of amazing new features or impressive mechanics. So, in the second part of this list, it’s time to tackle the top-half of those updates and look through the absolute best of what Mojang has given us over the years.

8 – Version 1.0 – Minecraft’s Official Release

Release Date: 18th November 2011

While it might not be the best update, version 1.0 is easily the most important. Taking place at the very first Minecon event, version 1.0 marked the official release of Minecraft to the world, 2 years after first becoming publically available in alpha/beta version.

Much like 1.1 and 1.2, most of the features added in this update have become such staples in the almost 9 years since it’s release, but are absolutely huge in terms of scope and more than worthy of being the landmark features that carried Minecraft into a new age.

First up, is The End dimension, The Ender Dragon fight and the credits. While I’ve just ragged on the original fight a little in my previous entry, it was still a huge deal for Minecraft to finally have an endgame boss at the time of Minecraft’s release. While the appeal of the game was always the ability to do whatever you wanted for as long as you wanted, it was a huge incentive for many players to actually have a clear goal to work towards that forced them to partake in all of the major features that were in the game at the time.

Enchanting was another major feature of this update and once again, it’s something modern players arguably take for granted. These gave your endgame tools plenty of extra buffs and functionality, that allowed you to make some of the more boring tasks in the game – like grinding for building materials – go a hell of a lot quicker. Alongside this was the addition of potions and the ability to brew them, a feature I never use nearly as much as I should, but it gave players to give themselves extra advantages in some of the more dangerous areas of the game if they were willing to work for it.

The Nether also got the only major update it would get until 2020 came along with the addition of Nether Fortresses, that became home to the brand new Blazes and Magma Cubes two mobs which are staples of the game today.

Minecraft 1.0 was an absolute landmark for the game that only helped to further Minecraft’s meteoric ascension into the mainstream; not just in the gaming pop-culture, but in the world’s pop-culture.

7 – Version 1.5 – The Redstone Update

Release Date: 15th March 2013

Ok, so I’ll level with you, I know VERY little about Redstone in Minecraft. I can make some very basic machines, but that’s really about it. It’s just not something I’ve ever felt a desire to put much time in to. So if you’re someone who knows tonnes about the stuff and things this should be higher up the list then…well yeah, fair enough.

What I do know is that this updated added tonnes of items that expanded the possibilities for Redstone contraptions exponentially. Hoppers were a huge part of this, allowing for items to be pulled out and pushed into containers which are very useful features if you’re trying to set up a sorting system and I’m told it can allow for some ridiculously complex contraptions that can check for all sorts of things, but you’d have to ask an expert about that. By a similar token, Comparators and Daylight Sensors are blocks that I don’t understand in the slightest but are apparently brilliant and essential tools for anyone who wants to make something more complex than a piston door.

Quartz was the only other block of any major note that was added with this update and while it was nice to have a reason to go to the Nether, how hard it was to obtain was quite the turn-off and I find myself very rarely using it in survival builds.

Outside of that many of the changes were a bit more technical. Texture Packs were thrown out in favour of the far superior Resource Packs that allowed for a greater variety of changes that were possible to be made to the atmosphere of the game (not to mention, it removed the need for Optifine to be installed to use HD textures).

Finally, the lighting engine for the game was overhauled in a major way. I know this doesn’t sound like a big deal, but anyone who was playing Minecraft before this update will be all too aware of the horrific lighting glitches that occurred all over Minecraft worlds making the vast landscapes look painfully ugly. While this didn’t quite fix it entirely, it greatly reduced the problem, to the point where it eas barely noticeable and was eventually removed entirely with future iterations.

This is another update that isn’t especially flashy, but the things it established and made possible within the game are absolute landmark features for the game and deserve all the praise they get.

6 – Version 1.7 – The Update That Changed The World

Release Date: 25th October 2013

Up until 2013, one of the longest-running in-jokes in the Minecraft community was the major flaws of the world generation system. It seemed ridiculous that you could be in a sweltering desert one moment, only to take a few steps and be in an ice-cold tundra. Even outside of that, many of Minecraft’s world generation algorithms seemed flawed when you looked at the final product of what they produce. You don’t have to look far online to find some absolutely ridiculous looking generated terrain and the oceans in the world were simply far too large and far too frequent to make worlds interesting to explore.

So when this update claims to have “changed the world” it means that in quite a literal sense.

The generation algorithms for Minecraft worlds were seemingly rewritten in a major way. Not only were the frequency and size of oceans shrunk dramatically, but a new “climate” system was implemented that controlled what types of biomes were allowed to generate next to each other. So “hot” biomes could only generate next to other “hot” or “medium” temperature biomes and “cold” biomes could only generate next to other “cold” or “medium” biomes. It seemed like such a minor change on the surface, but it went that extra distance in making Minecraft worlds feel that bit more realistic.

It wasn’t just the algorithms that helped make Minecraft worlds more interesting though, as a whole host of brand new biomes were added and they each come along with their own fun additions. Savanhas helped add a bit more variety to the “hot” biomes and gave us Acacia trees to add a tasteful splash of orange to our builds. Roofed Forests added a bit of a fairytale feel to the world with the thick trees giving way to the giant mushrooms that could usually only be found on a Mushroom Island biome, alongside the Dark Oak trees, which have easily joined Oak & Birch as my most used wood types in the game. Then we had Mesas & Red Deserts, taking full advantage of the new Hardened Clay/Terracotta blocks to create a truly unique biome that allowed for some incredible looking aesthetics and has been home to my main survival world for many years now.

That’s not even all, as we also got some variations on existing biomes, like the snowless Taiga biome with the huge Spruce trees dotted all over the place and mossy cobblestone generating out in the open for the first time ever. We also saw Birch Forests, Flower Forests and Sunflower Fields which all brought us a whole host of brand new flowers to spice up the look and feel of our gardens, along with making many of the dyes in the game a lot easier to craft.

Version 1.7 was the update that turned Minecraft worlds into what we recognise them as today and it’s no surprise that everything added here has stood the test of time and become widely used features of the game to this day.

5 – Version 1.3

Release Date: 1st August 2012

To me, this was the first major update to Minecraft that actually felt like a huge deal. SO MUCH was being added that the excitement within the community at the time was palpable and I found myself caught up in it the whole way through. It was the early updates like this that really set the standard for what we expect an update to be in the modern-day.

To start off with, Villagers would no longer be totally useless creatures that may as well not even exist as trading was added into the game, in all its exploitable glory. These exploits would later be reigned in big-time but it finally gave players a reason to bring villagers over to their own builds other than aesthetic purposes. Finally giving the villagers functionality like this was such a welcome change and made so many resources in the game a lot easier to get. Speaking of resources and trading, we saw Emeralds added to the game. They’re pretty limited when it comes to functionality, but they look nice.

Exploration would suddenly become a whole lot more interesting with new structures being added to the game that had a chance to spawn out in the world. Those being the Desert & Jungle Temples that add a little bit of spice to those biomes and a neat little boost in your resources should you get lucky with the loot. Speaking of exploration, Tripwires further expanded the abilities of redstone, allowing mapmakers to accurately track players’ movement when needed.

Ender Chests were a fun new feature that allowed you to have a bit of a portable inventory to carry around with you. Although the Shulker Boxes added in later updates would vastly outmatch them, the Ender Chests have the nice bonus of having a player-specific inventory, preventing anyone from accessing and taking anything you’d stashed away inside.

The rest of the major additions were all technical in nature, but extremely welcome nonetheless. Adventure Mode stopped players from being able to place or break any blocks which was perfect for adventure maps (which were very popular at the time) as players could no longer potentially mess up or cheat by breaking block they’re not supposed to on the map. Creative Mode also saw a bit of an update as the menu was organised into a bunch of different tabs that separated out blocks and items, which was far superior to the literal laundry list of everything in the game that was there before then.

Finally, we saw the addition of commands that could be accessed in the singleplayer game. This allowed players to do things like change gamemodes, change the time of day or give themselves items on the fly if they wanted to. This was extremely convenient for many players (myself included) as, before this, the only way to access such features was to install the “Singleplayer Commands” mods.

Version 1.3 added so many features to this game – so many I couldn’t even list them all in this entry – and absolutely all of them were massive hits with players and have remained beloved features to this day. It set the standard for what a major Minecraft update would look like and many future updates would follow in its footsteps.

4 – Version 1.13 – The Update Aquatic

Release Date: 18th July 2018

After Microsoft first acquired Minecraft in 2014, there was a lot of worry surrounding what it would mean for the constant content updates for the game. Mojang continued to work like they had been, but many of the more underwhelming and negatively received updates released immediately following this purchase in the form of versions 1.9 through versions 1.12. Unfortunately, this led to the belief amongst the community that Minecraft would never again see the revolutionary updates it used to see and the game was destined to stagnate into the foreseeable future.

Then version 1.13 came along and booted all of those worried right out of the window. For the first time in years, we had an update that we could really sink our teeth into. Not only did it had a ridiculous amount of content, but it directly addressed one of the biggest complaints players had had about Minecraft for the game’s entire lifespan. That complaint being that oceans were extraordinarily boring.

So how were those complaints addressed? Well, first off we had a whole host of mobs introduced. Schools of fish would now swim around in the ocean, after spending many years being totally non-existent in-game, despite fishing being a major feature. Dolphins showed their heads too, as a relatively functionless, but extremely adorable mob that helped breathe life into oceans, alongside Turtles, which follow much the same lines. Finally, a variant on the Zombie known as the Drowned was introduced in order to add a small level of danger to proceedings when you’re exploring the ocean blue.

The layout of the oceans was also overhauled, with various biomes being added that both visually and functionally changes many of the game’s water mechanics. Like their land counterparts, oceans were now given temperatures the decided what could spawn around it alongside plenty of new blocks and vegetation that could only be found in the depths of the ocean. Coral & Coral Reefs are an absolute natural beauty in the game, especially at night, alongside Kelp & Seagrass that add a little bit of visual character to the otherwise plain ocean floors.

There was even brand new stuff to explore in the form of sunken shipwrecks that hit chests with varying degrees of loot, one item of which was buried treasure map that allowed you to find the brand new Heart of the Sea. This item could be used to create a conduit in the ocean, allowing the player to breathe underwater infinitely provided they were within its range. What was even better about all of this is that exploring them was so much more fun and easier than it used to be as the swimming mechanics were entirely reworked to be a lot more fluid and fun to play around with.

Not only did version 1.13 totally rejuvenate a previously completely uninteresting area of the Minecraft, but it restored people’s faith in Mojang to pump out the high-quality updates that they used to. You could even argue that it was largely responsible for the resurgence in popularity Minecraft saw in 2018, which is an incredible achievement.

3 – Version 1.14 – The Village and Pillage Update

Release Date: 23rd April 2019

Following the gargantuan update that was 1.13, version 1.14 had the important job of keeping that momentum going and assuring the community that the quality and volume of the 1.13 update wasn’t just a one-off and once again, the team at Mojang knocked it right out of the park. Continuing the theme of focusing on areas of the game that players had long-since needed a new motivation to care about, the concept of “Village and Pillage” was devised in order to completely overhaul just about everything to with Minecraft’s Villagers, including a few other welcome additions.

As you’d probably have guessed, the most major changes and additions in this update had to do with the villagers themselves. Trading had been a feature of the game for almost 7 years by this point and the system wasn’t very intuitive. Villagers had vaguely defined jobs that dictated what they could sell, but they were assigned upon their generation into the world and if you wanted something specific then you’d just have to go hunting and hope you got lucky enough to come across one. This whole system was inherently flawed, so Mojang decided to throw it out and start again.

Now, villagers were given clear and strict schedules as to what they would do all day. They would sleep, work, socialize all at scheduled points which served a great purpose when it came to making villages feel more alive, especially when combined with the brand new generation of their home in the village, which made the whole place look so much nicer than they did before.

The changes went deeper than that though, as the “job” system was overhauled in its entirety. No longer did a villager become assigned to a job upon generation and then was stuck with it, instead so-called “job blocks” were added, that causes a villager to take up a specific job when they detected a specific block nearby. Along with a general expansion of the number of jobs that were available, it became so much easier to get the kind of villagers you want and as a result, the whole world of Minecraft felt so much more active and alive.

That’s nowhere near the hight of it though as the idea of “Illagers” that was added in version 1.11 now got expanded as these hostile mobs would now form raiding parties and patrol the landscape, attacking any villagers they came across. They could be found in their patrol towers and if you were unlucky enough to wander into a village quickly after attacking one of them, a massive raiding party would show up in an attempt to wipe out the villagers living there. Plus they have crossbows…I like crossbows, they’re cool.

Taiga biomes saw some new features too after being voted on to receive an update at a Minecon a few years prior. Foxes were added to the game and are absolutely adorable, alongside berry bushes that provided a new source of food when you’re scavenging out in the wild. On top of that, we also a brand new biome in the form of a bamboo jungle, which features tonnes of bamboo canes, which could be used to create scaffolding, a block that made building big structures in creative mode infinitely easier. Pandas were added too and pandas are just great.

Version 1.14 proved that the success of 1.13 wasn’t a fluke and that the new standard Mojang set for themselves was one that they were going to uphold into the future. Much like The Update Aquatic, it took a feature of the game that wasn’t very interesting in the modern game and completely reworked everything about it to the point where it’s an absolutely huge part of the game today.

2 – Version 1.4 – The Pretty Spooky Update

Release Date: 25th October 2012

When I was first putting this list together, I honestly didn’t expect this update to land anywhere near this high. Wasn’t it just that minor Halloween update that was quite inconsequential? In short, no, it wasn’t just a minor Halloween update, it was an absolutely massive update that was arguably the turning point from the classic version of Minecraft, to the modern version we know and love today.

Let’s start with the mobs. Bats were added and while they’re pretty inconsequential, it’s always nice to come across one in a cave; Zombie Villagers created an added threat when it comes to hostile mobs attacking villagers since now they could convert those that they kill; Witches are quite the unorthodox mob that a bit of variation and character into the challenges of the night; and finally, we have Wither Skeletons and The Wither boss itself.

Wither Skeletons are quite the intimidating mob that only spawn in Nether Fortresses. Their dark colouring means they blend very well into the background fortresses and they don’t let up when they run full-speed at you with their swords raised, incurring the brand new “Wither” effect when they hit you. Then there’s the dreaded Wither boss. This was the second boss added to Minecraft after The Ender Dragon and it’s far more destructive and deadly than the dragon in question. With regenerative health, the ability to fly erratically in any direction and a rapid-fire of explosive projectiles, The Wither is a foe that requires careful planning in order to take down.

If the player can do it, however, they are rewarded with a Nether Star, a crafting material that can be used for a Beacon block. This is an end-game item that requires a literal pyramid of Iron/Gold/Diamond/Emerald in order to activate, but once you do you will be able to broadcast permanent potion effects to any player withing range, making plenty of things so much easier than they ever were before. Whether you wanted to make sure you always had health regeneration active, or create massive mining areas with the Haste ability, the beacon was a suitable reward for taking down the toughest mob in the game.

A bunch of new blocks & items were also added to help out with making worlds look nicer, such as Walls, which were a stone variant on fences and Item Frames which allowed you to display various items up on your walls, as well as being a useful tool for identifying the contents of various storage blocks. On top of that, new food was added in the form of Potatoes and Carrots which helped make your Minecraft diet more varied and your farms look a little more interesting that just rows upon rows of wheat.

Anvils were another major addition that made tools so much more versatile, as you could now customise your enchantments through the use of enchanted books, alongside being able to repair your enchanted tools, so you never again had to experience the disappointment of your most valuable possessions shattering in your hands.

The biggest addition though is one that truly revolutionised what was possible in the game. It didn’t impact Survival very much, but when it came to what could be created in terms of adventure maps and server challenges, the Command Block is what makes all of it possible. This was a block that allowed you to have pre-set commands in them that would activate when it received a redstone signal. I’m not going to pretend to know very much about how they work or the possibilities they hold, I just know that it was an absolute revelation in terms of creating amazing projects within the game. Every great adventure map that has come out in the years since has utilized the Command Block and it’s variants in some way to create some truly special experiences and it pushed the limits of what was possible in Minecraft into the stratosphere.

All that and more is what makes version 1.4 reach so high in this list. So high, that until about a month ago, I had it set to be in the number one spot. Then, as 2020 got into full swing, it was usurped from that top spot by an update that is absolutely incredible in terms of its content.

1 – Version 1.16 – The Nether Update

Release Date: TBD

You might say that this one shouldn’t count because it’s not actually been released yet, I’d argue that the fact it’s easily the best despite not being finished is all the more impressive. Throughout the entire development cycle for this update, I keep looking through the snapshots and being blown away by the quality and quantity of new content. Every week, I think to myself “surely they’ve reached the limits of what they can do now?” and every week a new snapshot comes out that adds a whole host of new features that blow me away once again. Not only were updates like 1.13 and 1.14 an indicator of great things to come, but it was also just the beginning of the increasing quality we have seen since.

Pretty much since it’s inception, The Nether had been…not that great. It was cool when you first explored it and necessary in order to get things like Blaze Rods and potion ingredients, but it never had any longevity. From my own personal experience, whenever I enter The Nether in a survival world, I tend to explore very briefly, see if I can find a fortress, then I quickly leave and only ever come back when I need some Glowstone or Quartz, which isn’t all that often.

So, Mojang decided they were going to fix The Nether by…basically stripping everything out and redesigning the whole dimension from scratch.

I don’t even know where to start. Let’s go with the biomes. Before, The Nether was just a barren wasteland with very little visually interesting about it. Now, four new biomes have been added in order to give The Nether a greater variety. These are:
– The dangerous and bloody-looking Crimson Forest
– The brightly coloured and relatively safe Warped Forest
– The cramped and dark-feeling Soul Sand Valley
– The grey and desolated Basalt Deltas
Each of these new biomes has an incredibly distinctive feel to them that makes them so much more special than the original Nether now I biome called ‘Nether Wastes’.

With these new biomes comes a whole host of new blocks and items. Basalt & Blackstone are a new aesthetic block that I have been crying out for the game to include for years. There are so many more ideas that I can make a reality in my survival worlds now a dark grey/black block with a stone-texture has been introduced. There are also two brand new wood types. These Crimson & Warped Roots have a colourful, yet slightly muted look to them that’s perfect for creating creepy, worn-down looking structures in either dimension. This is topped off with blocks like Crying Obsidian, giving the previously boring-looking Obsidian block a new paint-job; Shroomlight, which allows the lighting in builds to have a bit more variety; and Chains, which are a bit more limited in their potential, but a welcome addition nonetheless.

But wait! That’s still not all! There are also a bunch of new functional blocks that help with exploring the expanses of the new Nether. Lodestones now make it possible to find your way home when you’ve wandered far off the beaten track, while the Respawn Anchor makes sure you don’t have to go all the way back to your bed in the overworld should you die in The Nether.

New mobs are also wandering through The Nether. Previously known as Zombie Pigmen, the Piglins that wander the Crimson Forest are an incredibly complex mob that gives so much more flavour to The Nether. Normally, they’re hostile and will attack on sight, unless you happen to be wearing a piece of Gold Armour, at which point they will leave you alone unless you provoke them. You can also give them gold in order to get a bunch of different Nether resources, many of which can be quite hard to come by in other ways. Hoglins are also around them, although these are pretty wild beasts that can be very dangerous if you’re not protected against knockback. Finally, while we didn’t get Lava Boats, we did get The Strider mob, which we can sit atop as they walk us along the many lava oceans that greet the Nether floor.

THAT’S STILL NOT IT THOUGHT! I haven’t even got to what I think is the most monumental addition that has totally changed the progress structure of the game. As there are now Ancient Debris blocks deep under The Nether’s ground-level. This Ancient Debris can be crafted, with gold, into a brand new material: Netherite. Netherite is a material that can be used for tools and armour that is stronger than Diamond. This marks the first time since Diamonds were introduced into Minecraft roughly 10 years ago that there has been any kind of material superior to it in the vanilla game.

I think it’s so cool that Mojang aren’t afraid to change things up in a major way like this; even things that have been a part of the game’s systems for over a decade. This new version of The Nether absolutely puts the old version to shame and it makes me wonder how we ever put up with it for so long.

I didn’t even get the chance to cover everything this update added, but I’ve got to stop talking about it as this entry is almost 1000 words long by itself now. The craziest thing is that after I release this article, it’s likely that Mojang will add loads more features that send this update even higher up in my estimations. Mojang have done an absolutely incredible job with this update and I hope it’s exemplary of the kind of work we’re going to be seeing in whatever idea they have for the next update.

And there you have it! Thank you very much for taking the time to read this, please let me know what you thought of these updates, either in the comments below or on Twitter @10ryawoo. Finally, make sure to come back next Friday, where I’ll be covering AEW Double or Nothing!

Every Minecraft Update Ranked (Part 1)

2021 UPDATE: Since I’ve got nothing better to do, I’ve decided to start streaming over on twitch.tv/strongstylesmark. At 2PM GMT Tuesdays & Thursdays I’ll be trying out indie games I’ve never played before, and at 6PM GMT on Saturdays, I’ll be playing games I love. I’ll be starting Saturday 16th January, so please come over and give me a follow to be notified when I go live!

Given that, by some estimates, it is now the best-selling game EVER, I don’t think I’m alone when I say that I believe that Minecraft is one of the greatest games ever made. While I can’t get exact numbers (if anyone knows how, please tell me) it’s easily the game I’ve sunk the most hours into over the course of my life so far and I don’t think I’ll ever get tired of it.

One of the reasons I’ve stuck with the game for so long is because it’s constantly evolving. Ever since the game first became available to the public, Mojang has been consistently adding new content and updating the old content completely free of charge to existing players. This philosophy of game design arguably paved the way for systems like Steam Early Access to become as popular as they have, be that for better or for worse is still up for debate, but what isn’t up for debate is the crown atop Minecraft’s head as one of, if not THE, most successful & influential games to ever be made.

However…

Not every update was able to turn the world of Minecraft on its head like others and over the years there have been plenty of updates that failed to add much of any value to the game, or in some cases, actively worsened existing features. So today, I’m going to take a look at every major update to the Release Version of the Java version of Minecraft (i.e, from version 1.0 onwards) and rank them all from worst to best as of February 2020. This is going to be a two-part list, as it ended up being quite a long one, so stay tuned for that in a few weeks!

17 – Version 1.10 – The Frostburn Update

Release Date: 8th June 2016

When it comes to “Placeholder Updates” they don’t come much more placeholder than this.

1.10 was the definition of an update for the sake of an update. It had been just under 4 months since the release of 1.9 and it would be another 5 months until the release of 1.11, so it seemed to me like the team at Mojang pulled together a couple of relatively simple new features and stuck them in one of the smallest ever updates in order to tide people over until the next major update was ready for release at the end of 2016.

In terms of additions to the game, there’s wasn’t anything major to shout about, Magma Block, Bone Blocks & Red Nether Bricks were certainly all nice to have and they’ve added a nice layer of depth to some builds, with Magma Blocks even getting extra functionality in later updates, however when you compare it to many of the other updates we’ll be discussing, they’re really nothing special. Polar Bears were also a cool little touch, but there isn’t a great deal you can do with them other than look at them and the same goes for the new mob variations, such as Strays and Husks.

The only addition that I’d say made any kind of impact was that Structure Blocks – which were added in 1.9 – were given their full functionality and have proved a great tool for those creating custom maps and larger builds in general.

Like I said, all of the features added in this update were nice things to have, but none of it warranted a brand new release version and they could’ve easily been just a part of any other update without any major impact.

16 – Version 1.6 – The Horse Update

Release Date: 1st July 2013

No really, it added Horses and that’s pretty much it. Leads, Nametags & Carpets came with it and while all those things are useful, they’re nothing exciting. The only reason I’m placing this update above 1.10 is that, as much as just horses aren’t much to centre a whole update around, horses were actually a pretty good feature that had at least a bit of depth to it. Horses are animals with a bunch of different designs and stats, so you could actually try to find the best ones and since Donkeys & Mules were added as well, they actually had some tangible utility with the movement of both yourself and your stuff.

While it’s technically outside of the game, it’s worth noting that 1.6 is also when we finally got an updated Launcher for Minecraft that made a lot of quality of life changes. It made the advanced settings much easier to access and change, it gave us a news feed as well as the ability to save our own, fully customized setups and in general, seems a lot more stable than the old one.

15 – Version 1.12 – The World of Colour Update

Release Date: 7th June 2017

Much like 1.10 before it, 1.12 didn’t actually add much in terms of tangible game content, but what gives 1.12 the edge over 1.10, is that it made a couple of changes & additions to other systems in the game that greatly improved the experience for people.

Firstly and most importantly, the achievement system was completely re-worked into the “Advancements” system which is brilliant. The achievement system in Minecraft wasn’t all that intuitive and often it just straight up wouldn’t work, I couldn’t tell you how many times I got the “Getting Wood” achievement in the exact same world where I’d already got it 15 times.

There were also a couple of accessibility options such as the narrator, that worked as audio description for the game, which was a great help to allowing the visually impaired experience the game to it’s fullest. We also got ourselves the crafting book, which would actually show you the recipes of items & blocks that you’ve unlocked. Admittedly, I can’t really comment on how useful of a feature this is since by the time it came around, I already knew how to craft just about everything in the vanilla game, but it certainly seems like it’d be a big help to someone new to the game.

As great as those features are, they aren’t entirely obvious features to add, so I can’t give them as much credit as they perhaps deserve, especially when you look at what actually was visually added and…it’s not exactly overwhelming amounts of stuff.

Parrots were a fun addition, although, much like Polar Bears, they don’t exactly add anything outside of something to look at. Not to mention Mojang’s original idea of feeding them cookies led to children poisoning their pet parrots, so they changed it. The addition of Concrete Blocks was another pretty nice thing to have and it meant that there were plenty of options for builds that required flat colours, instead of wool, which had a slight texture to it or terracotta, which had fairly dulled colours.

Also, it added the Illusioner, a mob that has absolutely no way to spawn in survival mode and has basically no purpose out of being a weird boss-fight in adventure maps.

Much like with the additions of the previous two entries, however, these weren’t additions that warranted their own separate updates and would’ve been much better suited to being just one part of a much larger one, especially when you consider that it would be over a year until we got our next update following 1.12.

14 – Version 1.11 – The Exploration Update

Release Date: 14th November 2016

With 1.11 we’re done talking about the updates that didn’t add anything major (or only added one thing of note) and I would say there’s actually quite a jump in terms of quality of content from the previous three entries to this one.

First thing’s first, Shulker Boxes. The expanded End dimension had been around for just under a year at this point and although the Elytra was a cool bonus for people to get from End Cities, there wasn’t much reason to come back after your first visit unless you were stocking up on Purpur blocks for a building project. Then Shulker Boxes came along and became one of the most useful items in the whole game, acting as extra inventories that you could carry around with you and, unlike End Chests, you could have as many as you want, filled with all kinds of different stuff as you carried them around. While they’re a relative end-game item, their usefulness is so great that it keeps me coming back to End Cities time and time again to hunt down more Shulker and expand my storage systems all the time.

Redstone got another minor expansion in the form of the Observer block. I have no idea how it works as I’m not a Redstone person, but those who are, have assured me it was a very welcome addition and allowed for ever-grander Redstone contraptions to be built.

The final major addition of this update is the Woodland Mansions. These mansions are gigantic structures that spawned several thousand blocks away from your world’s original spawn point and are really only ever found through a map you could gain from villager trades. While they look cool, they’re not exactly that great of a challenge for people to face for the most part and I can’t even say they’re overly worth it. The only unique item they give you is the Totem of Undying, which can save you if you take a fatal blow, but outside of a couple of boss-fights, I’ve never found myself in need of them, so I generally don’t bother.

However, there were Llamas added too, so this update can’t be all that bad.

13 – Version 1.8 – The Bountiful Update

Release Date: 2nd September 2014

Unlike most of the other updates we’ll see on this list, 1.8 lacked much of a theme, however, when you look at the kind of things it added, I can’t help but be quite impressed by the vast array of what was on offer.

Ocean Monuments and various Guardian mobs helped make oceans that little bit more interesting places to explore before 1.13 would give it a helping hand a few years later.  However, much like the Woodland Mansions, I don’t often find myself having much interest in the Monuments and very rarely go out of my way to clear one out, the blocks you can get from them if you’re an avid builder like I sometimes am then Prismarine and its variants are very nice, but I often think that it’s just not worth the hassle.

Armour Stands, Banners and a whole host of new fence & door wood variations were welcome additions to make plenty of builds more visually interesting. The wooden variants especially were features that were long overdue to be added into the game and banners were implemented in such a way that their potential was seemingly limitless. We also saw the introduction of everyone’s favourite stone variants in Andesite, Diorite & Granite, which helped make caves a bit more interesting, even if 2 out of 3 of them look absolutely horrible when used in builds.

Rabbits helped add a bit more flavour the wildlife in the world, although they’re fairly inconsequential in the grand scheme of things and Barrier Blocks were extremely useful for keeping players under control in adventure maps. Then we got to play around with Spectator mode, which didn’t revolutionise anything, but certainly made various situations a lot more easy to sort out on multiplayer servers.

There’s a pretty big black cloud hanging over this update as what was easily its best feature would later be removed for some reason. That being custom world options. This feature allowed you to fully control just about everything in terms of the parameters of how you want your world to generate. There were plenty of easy options for things like biome size, ore frequency, sea level; while also offering people who understood what they were doing the opportunity to enter in just about any advanced values and commands they wanted in order to get exactly the kind of world they wanted. I’m sure there was a good reason for it being removed, but it was such an amazing feature and if it were still in the game today, this update would undoubtedly be higher up the list.

12 – Version 1.15 – The Buzzy Bees Update

Release Date: 10th December 2019

The most recent official update as of the time of release and while on the surface it doesn’t actually look like it added very much to the game, it’s what’s below the surface that makes this update a great one.

In terms of tangible addition, we got bees, honey and various blocks and items related to that like hives and bottles of honey etc. They’re a nice thing to have in the world and serve again to add a little bit of life to Minecraft’s overworld, but they serve very little purpose outside of aesthetics.

What’s really important about this update is the OVER THREE HUNDRED bug-fixes that were implemented. Minecraft has most certainly proven to be a bit of a buggy game at times over the years and while most of the major problems get fixed, the more minor problems were slowly allowed to build up and would eventually become a bit of a problem; with the 1.13 & 1.14 updates especially beginning to cripple Minecraft’s performance in various ways. These bugs have stopped many mods and servers from updating past 1.12.

So Mojang decided to dedicate this entire update to wiping away as many bugs as they possibly could and it clearly had a very positive impact on the game as a whole. While progress is still fairly slow as the update is still relatively new, servers and mods are slowly being updated to the current versions of Minecraft thanks to the bugfixes making it possible and sustainable. Even in singleplayer, I’ve noticed huge boosts in the game’s performance since 1.15 was released which goes to show just how needed of an update this was.

Unfortunately, it’s not very flashy, so I can’t really bring myself to put it much higher than this. I still greatly appreciate it’s existence though.

11 – Version 1.1

Release Date: 12th January 2012

This update is so early that it didn’t even get a name…dark times.

With many of these early updates to Minecraft, the lists of new features often aren’t all that long and the features don’t look so flashy because of how standard they are to us 8 years down the line. However, I think that goes to show just how crucial many of 1.1’s features were that many of us can’t even remember a time when these features weren’t in the game.

Language Settings were added as an absolute baseline for accessibility to a global game like this and helped to expand Minecraft’s reach even further than it already was, allowing the game to reach a truly global audience. Superflat Worlds gave people a chance to test out building ideas and contraptions in a completely controlled environment and it remains a key feature for many creators in Minecraft today.

Then there’s the stuff added for survival. Today we take for granted the fact that sheep can regrow their wool by eating grass, but until 1.1 that wasn’t possible and I can’t only assume that farming wool was quite the pain. Bows could now be enchanted with all of what we use them for today, making the Ender Dragon fight a hell of a lot easier and finally Spawn Eggs were added to the creative mode menu, allowing for greater testing of contraptions and allowing people complete control of what mobs appeared in their worlds.

Like I said, these additions don’t feel like anything amazing now, but they were game-changers at the time of release and they’re almost impossible to live without in the modern-day.

10 – Version 1.2

Release Date: 1st March 2012

Continuing on from the theme of 1.1 these are another set of additions that seem standard for the modern Minecraft player. The list is a little shorter given this was released a mere two months following 1.1, but I think this update has a slight edge over its predecessor just because I enjoy these features more.

The Jungle biome was added, giving us a new type of wood in the process. Jungles are by far the most interesting biome to me and I have many worlds where I’ve made my home there, be it along the ground or amongst the treetops. We also saw the addition of a couple of mobs in the form of Iron Golems to protect you and your villagers from monsters and Ocelots, which back then could be tamed into cats, giving you some vital protection against the ever-present threat that is the Creeper.

Finally, caves got a nice little touch-up and Abandoned Mineshafts were added to give the underground of Minecraft’s world a little bit of variety. These mineshafts are still fun to come across to this day and they sprawl out in just about every direction filled with all manner of horrors and treasures for you to find and it made mining a whole lot more interesting to do.

Like I said, not an extraordinary list by any means, but I have nothing negative to say about any of the features that were added and I’ve got a lot of enjoyment out of all of these features over the years.

9 – Version 1.9 – The Combat Update

Release Date: 29th February 2016

Sitting right in the middle of the list is easily the most controversial update on this list and I’ll talk about that in a moment. However, looking past the controversy, there was so much added in this update that made it great.

Addressing the negatives first, this is the update that gave us the extremely flawed new combat system that we’re still dealing with in Minecraft to this day. While I don’t think it’s that big a deal when playing singleplayer, it has led to PvP becoming quite a different beast and not in a positive way. I don’t do a lot of PvP but those that do have told me that this combat system more often than not simply comes down to a matter of “whoever gets the first strike wins” which isn’t very fun. Not to mention the change in system has led to many a frustrating YouTube video featuring people who haven’t played the game in years not realising that you can’t spam click anymore.

It’s a system that has inarguably been received very negatively by players and it has taken quite a long time for anything to be done about it, with beta testing for new combat systems being released every now and then, so it looks like a fix may be on the horizon.

Now, let’s look at the positives because there was a lot.

The most major thing is easily the addition of the secondary hand slot. This was a feature that mods had been adding into the game for years and it was one of those features that made so much sense it was mindblowing it wasn’t already a feature and it’s made so many things, so much easier since it’s addition. With the secondary hand also came shields, another “so obvious it should’ve been there from the start” feature, which made an impact on the combat system in a positive way, especially when it comes to singleplayer combat.

The biggest addition in terms of scale, however, is the extended End dimension after you defeat The Ender Dragon. Before 1.9, it didn’t really feel like there was much of a reward for beating The Ender Dragon outside of an achievement. It dropped a healthy helping of XP, but given how quickly XP is used up in Minecraft and how easily it can be farmed, it doesn’t feel like all that great of a reward. With the 1.9 update, that was no longer the case, as we instead got access to a vastly expanded dimension, featuring End Cities that contained a challenging mob in the form of Shulkers (which would later become extremely useful with Shulker Boxes) and some proper end-game loot in the form of enchanted diamond gear and the brand new Elytra, which made navigating the vast expanses of your worlds all the more exciting and easy.

It’s a little sad that 1.9 is mostly remembered for a largely negative feature because I really think it added some cool stuff that we couldn’t live without in the modern game. This counts double once the combat system has been fixed, as the current system will constantly seem like a huge weight dragging this one down in everyone’s rankings.

And there’s the first part of the rankings! Thank you very much for taking the time to read this list. Please, let me know what you thought of these updates, either in the comments below or on Twitter @10ryawoo, where you’ll also be notified when the second part of this list drops in a few weeks time. Finally, make sure you come back here next week, where I’ll be running down my official rankings of ever episode in Doctor Who Series 7!

Triple Threat Review: Board Battlefield, Hard Reset Redux, Q.U.B.E

Welcome back to Triple Threat Review!

This is the ridiculously infrequent series where I pick three games at random off of my Steam list that I’ve never played before, play them for a couple of hours and tell you what I thought. Originally I scored them out of three, but I’ve since decided that was a bad idea and am instead going with a classic grading system. Every game will get a grade somewhere between “F” and “A+”, “F” being awful and “A+” being a game of the year contender.

If this is your first time here, then please check out the previous edition.

Now, let’s get to the games.

Board Battlefield

Developer & Publisher: Surrealscape Studios
Released: 10th August 2018
Steam Reviews: Mixed
Price: £1.69/$1.99/€ 1.59

The “casual” board game is one that has been attempted to great success throughout history, though it’s very rare to see in the video game sphere. Your household classics like Monopoly and Risk have countless video game adaptations; but most of the original digital board games you come across are designed for the board game enthusiast, rather than someone looking for a bit of light fun. So Board Battlefield is attempting to fill that void.

On the basic level, this game certainly fits into that genre. With a ruleset that can be learned in about two minutes and fairly quick games, it seems like something you can easily drop in and out of when you’re in the mood for a match. Unfortunately, that’s pretty much where the good points end

The ruleset itself is badly thought out, in order to win you must reach cross the 9×9 board to reach your opponent’s flag in the centre column, with only 3 types of units that have very basic functionality. The infantry can move forwards in a straight line, the artilleries can move diagonally, and the tanks can move in any of the four cardinal directions. This unit design combines with a couple of other factors to cause some pretty big issues.

Firstly, since the infantries can’t change the column their in at all, once the one in the middle dies, they become pretty useless, especially when the board get crowded with tanks and artilleries, they can’t really keep up with the fight effectively. Secondly, the way the artilleries are laid out, means that half the board is completely inaccessible to them. To compare them to the Bishops in Chess, the whole idea is that one can access one-half of the squares, while the other one can access the other half, but with the way the tiles are set up, it means that you can entirely avoid them as long as you’re paying attention to which squares they can’t touch.

Perhaps the biggest issue though, is the method by which you actually move your troops. At the start of your turn, you roll a die, land either a 1, 2 or 3, and pick one piece to move that number of spaces, this is a horrible way of doing things. I can understand why you’d want to limit the number of spaces you can move in a game like this, but having it down to RNG is awful. The game advertises itself as “a unique blend of skill and luck”, but when the luck is such a key element of the game, it makes the level of skill almost completely unimportant.

Finally, the game has an XP system, where through winning matches you level up and unlock new features that you can use in future games. These include: spawning in new units, placing landmines or bombing a massive portion of the map. A couple of the reviews I’ve read say that the game reaches it’s true potential once these things become available. So my question is quite simple. If those features are so important to making the game fun, why would you hide them behind unlocks? All it means, is you have to spend a handful of hours playing the unfun version before you can get a game worth playing.

I don’t hate the idea of Board Battlefield, but the execution is extremely lacking, even once you unlock the other features, the game doesn’t feel very well thought out at all. I’m tempted to cut it some slack since it costs the same as a cheap sandwich, but quite frankly for a game like this? I’d rather have the sandwich.

Grade: F

Hard Reset Redux

Developer: Flying Wild Hog
Publisher: Good Shepard Entertainment
Released: 3rd June 2016
Steam Reviews: Very Positive
Price: £14.99/$19.99/€ 19.99

I’ve never really been the biggest fan of first-person shooters, I’m not entirely sure why I just find the style of gameplay doesn’t really bring any joy out of me and considering it’s a genre largely dominated by the AAA military shooter, which is generally a style of game I despise, I struggle to find much fun in it. So, when I come across a first-person shooter trying to do something that isn’t the industry norm, I become intrigued.

I didn’t realise this at the time, but Hard Reset originally released in 2011 – with this “redux” version released in 2016 – and it does seem to have a lot of the design philosophies from that time period. 2011 was towards the end of the big first-person shooter boom where every studio under the sun wanted a piece of the pie and generally online multiplayer was the way to go. Hard Reset, however, decided it wanted to go more down the Halo route of a linear Sci-fi shooter instead.

I immediately groaned at this, since it wasn’t just a Sci-fi shooter, it was a dark and dreary Sci-fi shooter, and that ticks off pretty much all the boxes on my “games I don’t care about” list. Nevertheless, I persevered and was immediately greeted with a comic-book esque style opening, featuring Gruff McCoolGuy or whatever his name was. As with almost all games like this, the plot is completely irrelevant since the reason we’re all here to shoot the things.

The things in question are robots, just below zombies and nazis on the list of “dystopian future bad guys”, which would be fine if there were more than 4 different variations on them. This brings me to the first problem I have with the game which is a severe lack of variety, both in enemy and level design. Granted, I only played the first three levels and I get that it’s a rundown city, so everything’s going to look fairly similar, but not every level has to be raining at nighttime. Some levels could’ve at least been set in a big unique building or something like that. It means there’s no motivation for discovery in the game because I feel like I’ve seen everything already.

The enemy designs look pretty decent, but like I said there just isn’t enough variation in the types. Some are different colours but they all still do the same things, and it means I figured out my tactics to defeat each one straight away and I never needed to change it. This leads to quite the lack of difficulty throughout the game, the only tactics the game tries in order to up the difficulty as you progress is either throwing more things at you – which never really works – or giving you less room to manoeuvre, which is slightly more effective, but still not too much of a challenge to work around.

It’s not all bad though, as the most important aspect of the game – the shooting – is actually quite fun. It doesn’t have the same brutality to it as Doom or the same tactical satisfaction as in Farcry, but when I was blasting through waves of enemies with my shotgun I was having fun doing it. It has the kind of speed that I like from, first-person shooters and it feels like my shots have impact as enemies recoil after almost every hit.

Hard Reset may be a flawed game, but one that kept me hooked just long enough to develop a bit of a fondness for it. I probably won’t go out of my way to finish it any time soon, but the next time I’m in the mood to mindlessly shoot some things for a bit, I might come back around to it.

Grade: C-

Q.U.B.E

Developer & Publisher: Toxic Games
Released: 21st May 2014
Steam Reviews: Very Positive
Price: £6.99/$9.99/€ 7.99

Another one that’s slightly older now (although it did have a sequel released in 2018) in the big puzzling world of Q.U.B.E. Being a first-person puzzle game can be quite the tricky thing to do, especially on the PC market, because everyone instantly assumes you’re trying to be Portal, and I’d be lying if I said that wasn’t my first impression of Q.U.B.E.

Upon starting the game, you’re instantly greeted with a pristine white set of test chambers, as a mysterious voice – which may or may not be trustworthy – explains the situation to you. Needless to say, I started to roll my eyes at this, as I thought I was in for another Quantum Conundrum situation. However, once all the exposition had been dumped on my the puzzles started coming my way, and I was rather pleased with what I found.

The basic premise is that there are lots of differently coloured blocks in every chamber, and they all do different things based on their colour. You can interact with these blocks by either pulled them out or pushing them in to make your way to the exit on each level, and the difficulty progresses from there.

Like most puzzle games, I found myself speeding through the early areas before the game eventually introduced enough mechanics to grind me to a halt and have to think about what I was doing. The game splits itself up into chunks, and each section focuses on a different type of mechanic, for example: Manually positioning blocks to reach the exit, making a ball the right colour to go in a hole and using gravity manipulation to position blocks to open the door. So far though, the game has never overlapped any of these mechanics (aside from the very base ones) and I worry that it will never combine any of the things I’ve learned together to create a real challenge. Like I said though, I’ve not yet completed the game, so that may happen in the final levels.

The story so far has been something I’ve been happy to ignore, you have two voices in your ear telling you opposite things about what’s going on, and you can work out for yourself which one is lying. It’s certainly nothing new, and it really doesn’t help quell the number of people unfavourably comparing it to Portal, so I tend to just ignore it. It does, however, lead to long stretches between puzzle where you just stand there and watch the world very slowly go by while the game tells you the story, so that could’ve been implemented much better.

The only other big flaw is something that will admittedly only affect a minority of players but does seem pretty important. This game is entirely reliant on you being able to identify different colours in order to work out what each thing does, and while there are contextual clues around the world, there is no colourblind mode to play the game with. I did check and the sequel does have a colourblind mode in it, but one was never added to the original, so be warned.

Despite these flaws, the game is still a very fun and challenging puzzle game. it’s managed to nicely tow that line of difficulty where I’m not flying through everything, but I’m also not getting frustrated at them. It has a whole host of ideas that I’ve not seen anywhere before and the focus it puts on each mechanic individually is something I wish more puzzle games did. Is it as good as Portal? No, not by a long shot, but am I going to see it through to the end and have a good time doing so? Yes, absolutely.

Grade: B

So there you have it! Thank you very much for taking the time to read this, if you’ve played these games then let me know what you thought of them, either in the comments below or on Twitter @10ryawoo. Finally, make sure you come back here this time next week where I’ll be running down the best Pay-Per-View openers in WWE history!