The Video Game Characters that are Most Important to Me

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

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

SPOILER WARNING

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

13 – Wario – Super Mario Franchise

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

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

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

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

12 – Shulk – Xenoblade Chronicles

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

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

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

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

11 – Tressa – Octopath Traveler

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

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

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

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

10 – Claude – Fire Emblem: Three Houses

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

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

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

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

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

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

9 – The Fool – Sayonara Wild Hearts

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

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

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

8 – Companion Pokemon – Super Mystery Dungeon

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

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

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

…then, the game separates us.

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

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

7 – The Boys – Final Fantasy XV

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

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

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

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

6 – Cynthia – Pokemon Diamond/Pearl/Platinum

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

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

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

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

5 – Madeline – Celeste

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

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

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

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

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

4 – Bernadetta – Fire Emblem: Three Houses

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

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

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

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

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

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

3 – Thomas – Thomas Was Alone

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

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

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

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

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

2 – H’aanit – Octopath Traveler

(From my Octopath Traveler Protagonists Ranked list)

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

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

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

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

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

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

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

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

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

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

1 – 2B – NieR: Automata

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

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

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

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

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

Game of the Year 2019

2019 has been a bit of an odd year for games. There have been several high-profile releases scattered throughout the year like there always are, but I think that when we look back at gaming in 2019, it will be remembered as the year that set up all the super-hyped releases in 2020.

Despite that – as I mentioned in my favourite old games article – I played more games in 2019 than I ever had in a single year and that is just as true for new releases. While there might not have been much on a massive scale like Cyberpunk or Animal Crossing promises to be next year, there are undoubtedly some all-time favourites for me that came out this year.

Just to clarify, Early Access games will not be included on this list as I don’t think it’s fair to judge an unfinished game, I will instead consider them for “Game of the Year” in whatever year they leave early access. Also, I’d like to make a quick disclaimer that there are some games that I think look brilliant, but never found the time to play. Games like Baba is You and Superliminal are ones that I want to play as soon as possible, so will likely be showing up on my “old games” list at the end of next year.

So join me as I talk about the best of what the world of gaming had to offer in 2019.

SPOILER WARNING

As you probably expected, there will be major spoilers for most, if not all, of the games in this list. YOU HAVE BEEN WARNED.

11 – Cricket 19

Release Date: 8th May
Developer: 
Big Ant Studios
Publisher: 
Big Ant Studios
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows
Metacritic Average: 73%

It’s ok Americans, you’re excused from this one.

So this one’s probably not one anyone expected to make this list (myself included), but I really wanted to feature it on this list because cricket is a sport that has almost never had a competently made game for it. I had a brief discussion about this with my dad (an avid cricket fan) and we came to the conclusion that the best cricket game up until this point was Stick Game’s Stick Cricket which was a free browser & mobile game made over a decade ago.

While I certainly wouldn’t consider myself a fan of cricket, there are many sports I can’t stand watching that I enjoy playing virtual versions of, so when I saw that the reviews for this game didn’t call it a total crock of shit I was eager to try it out. The first thing that struck me was the sheer level of detail that went into how you approach every match in the game. If you’re in batting then you have to not only consider the basic stuff like the type of shoot you’ll do and where it’ll go but also the little details like where you’re going to position your feet and how you’re going to step towards the ball and it’s a very similar situation on the bowling side.

This year’s world cup final aside, I’ve never enjoyed watching cricket, I don’t find most sports very entertaining, but cricket especially bores me to tears whenever I try and watch it, so imagine my surprise when I found myself reacting with all the vim and vigour you’d expect from a match-day pub crowd while playing a match in this game. Every ball became a nail-biting affair, whether I was batting or bowling and all of that is thanks to the fact that the detailing has allowed for both a realistic and more exciting adaptation of the national sport of these fair isles.

Unlike many of the previous attempts at cricket games, it’s obvious that Cricket 19 had a lot of love poured into it from people who knew a lot about cricket and while there are rough patches that need to be ironed out, this is the first time that I can say there’s a cricket game out there that does the sport justice.

Now we just need a competently made Rugby game and we’ll be set.

10 – Hot Lava

Release Date: 19th September
Developer: 
Klei Entertainment
Platforms: Windows, Mac, Linux

Hot Lava is a game that knew exactly what it’s audience wanted from it and leaned into it entirely.

The Floor Is Lava was always the ultimate game to play when you were a kid, it combined the rush of doing something you’re not supposed to with the endless desire to concuss yourself that plagues all children of primary school age, but it had a problem, you were never really allowed to have much fun with it. There was only so much jumping between the sofas you could do before your mum came downstairs with a look of horror as to what you were doing to her lovely living room, and playing it during the 5 second moments when the teachers weren’t looking your way on the playground just wasn’t the same. I always dreamt of being able to play the game across the whole size of the playground, I imagined the amazing courses I could set up for me and my friends before I would inevitably slip on the first jump, gently graze my elbow and cry my way home.

Hot Lava is essentially that fantasy…only without that wimpy prick ruining it for everyone.

Mechanically, it’s a fairly simple game. It’s got all the features you’d expect a parkour game to have, where it really shines is in its level designs. The school setting makes for a great feel for the game as you’re bouncing around all over the place, but each level is finely crafted to make the most of its mechanics at every turn. Even levels that focus in on a specific gimmick are able to keep things varied throughout, slowly turning up the difficulty so the game scales perfectly with the player’s skill level. Then, once you’re done with the official levels, there is an ever-increasing number of community-made maps out there which range from the impressively creative to the frustratingly difficult.

I had so much fun leaping from table to chair in Hot Lava, it was able to properly capture that feeling that you always wanted to get from playing The Floor is Lava as a kid.

9 – Trine 4: The Nightmare Prince

Release Date: 8th October
Developer:
Frozenbyte
Publisher:
Modus Games
Platforms: Playstation 4, Xbox One, Nintendo Switch, Windows
Metacritic Average: 81%

As I mentioned when I spoke about my most anticipated games for Q4 2019, I talked a bit how I love the Trine series and while Trine 3 was somewhat disappointing, I was still hopeful for the new entry into the series. So now I’ve played it, I can safely say that the series is still going strong.

Ditching the 3D side of the game was definitely the right way to go, as it just didn’t quite work, especially when the potential for level design in 2D was far from exhausted, as this game proved. The level design here was just as good as it always has been, every level feels like a logical progression of mechanics, following the same design philosophies that the 2D Mario games do, only this game plays around with some more complex mechanics that make each level last for about 30 minutes instead of 5, but all 30 of those minutes are engrossing stuff.

The pacing in each level has been notably improved, the team seem to have really nailed the balance that needs to be struck between puzzle-platforming and combat. The game’s combat system is extremely basic, which is why it’s used so sparingly through the levels, which is the perfect way to break up the flow of gameplay, so the whole thing feels more like an adventure and less of an endless series of puzzle rooms.

Speaking of the puzzles, they were as spot-on as always, the game didn’t go overboard with new mechanics this time which allowed for a big variety of puzzles that combine features I was already familiar with, with the new ones that got introduced in a very well-paced manner, so I never felt overwhelmed. The puzzles themselves were fantastically designed, I would never breeze through a puzzle, but I also wouldn’t be stuck on it for ages, most puzzles are designed in such a way to make you think about the mechanics you’ve been given in an abstract way. All of the elements in play react to each other differently, so after playing around with any given puzzle for a bit, that “eureka” moment will finally strike and you’ll be able to progress.

As always, the game looks absolutely gorgeous. Trine understands it’s visual style flawlessly and is able to make just about any environment look absolutely beautiful. Not only do the environments look good, but there’s such a wonderful variety of places that you explore as well, which is a big improvement on the older games of the series, where a lot of the environments could feel a tad samey.

Trine 4 is able to look at its predecessors and remove the flaws while keeping what made it great to begin with, which is such a difficult task, but one that the people behind this game were clearly up to.

8 – Slay The Spire

Release Date: January 23rd
Developer:
MegaCrit
Publisher:
Humble Bundle
Platforms: Playstation 4, Nintendo Switch, Windows, Mac, Linux
Metacritic Average: 89%

The Roguelike/Roguelite genre is one that I have become truly and thoroughly burnt-out on over the past couple of years. There are so many around the place now that it’s a formula I’m tired of seeing, so it takes something pretty damn special from the genre to make me take notice, enter Slay The Spire.

Slay The Spire looked at the standard Roguelike formula and distilled it down to it’s most basic elements, the rooms you encounter are all very simple, they’re either a fight, a treasure, a quick event, or a shop then it decided that the best course of action would be to slap a deckbuilding, turn-based strategy on the top of it and see what comes out. The result? The most engaging Roguelike game I’ve played in years.

Every battle in Slay the Spire feels tense and to the wire, not because the game is necessarily harsh, but because you’re always reliant on the cards that come your way. It strikes the perfect balance between getting you to think a few steps ahead, while still forcing you to take chances, chances that don’t always pay off. I remember countless times where I’d come up with a plan, but it would rely on drawing the right card at the right time and when it didn’t work it was heartbreaking, but succeeding made me feel like a tactical genius.

The three different decks in the game are also brilliant for allowing you to adjust your play style, without massively overturning the formula of the game. Each character has it’s own unique mechanic that is open to massive amounts of experimentation,  which is something I had great fun with. As I’ve mentioned before, I don’t consider myself to be very good at most games, but Slay the Spire had such a smooth learning curve that I felt like I was improving with every single victory.

Slay the Spire is a game that took a genre that I love, combine it with a genre I’m tired of and make something that feels new, exciting and tonnes of fun to play, this is the kind of innovation that I’ve been looking for in the roguelike genre for ages and I desperately hope we see more of it in the years to come.

7 – Katana ZERO

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

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

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

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

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

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

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

6 – Unheard

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

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

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

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

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

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

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

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

5 – Beat Saber

Release Date: 21st May
Developer:
Jaroslav Beck
Publisher:
Jaroslav Beck
Platforms: Playstation 4, Oculus Quest, HTC Vive
Metacritic Average: 93%

I’ve loved VR for a long time and Beat Saber is probably my favourite VR game I’ve ever played. The concept is so simple as it’s just like any other rhythm game, except you’ve got to move your arms to hit the blocks instead of just pressing buttons in time with some music.

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

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

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

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

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

4 – Descenders

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

I’ve talked about Descenders a couple of times already this year and it’s safe to say that my love for it has not diminished in the slightest.

It was first available on Steam Early Access in February 2018 and I picked it up a couple of months later and since then it’s become my 2nd most played game on Steam at 539 hours, beaten out by only Skyrim and the weird thing is, I’m not even entirely sure why I play it so much. I certainly wouldn’t describe it as an addictive game, but what I think is it’s a very easy game to play.

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

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

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

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

3 – Bloodstained: Ritual of the Night

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

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

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

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

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

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

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

2 – Pokemon Sword & Shield

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

If you’ve followed my blog for any length of time then you were probably expecting to see this on the list somewhere and here you go, number two, it’s becoming a bit of a tradition for Pokemon games actually.

I was very excited for these games more or less all year, I can’t deny that the lack of the national dex was a tad disappointing, but once I had the game in my hands and was playing it, that fact becomes little more than a tiny annoyance that I barely ever thought about.

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

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

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

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

1 – Fire Emblem: Three Houses

Release Date: 26th July
Developer:
Intelligent System, Koei Tecmo
Publisher:
Nintendo
Platforms: Nintendo Switch
Metacritic Average: 89%

I’d never played a Fire Emblem game before Three Houses and I didn’t even have any intensions to buy it until I did so on a whim in early September and I am so glad I didn’t miss out on this absolutely joyous gaming experience.

The Turn-Based Strategy combat in this game is extremely refined and taps into that part of my brain that games like XCOM and Civilization created that loves deep strategic thinking in games. The usage of middle-aged weaponry (and magic) gives the battles a very different type of strategy to what I’m used to, I usually tend to play quite defensively in turn-based strategies but the need to get up close and personal with your opponents means you’re not afforded that luxury and it leads to some very tense situations that require a deep level of strategic thought to resolve.

Weaponry and classes each unit has access to gives a nice level of variety too, with each melee weapon allowing for slightly different possibilities in combat, alongside the ranged and magic weapons/abilities meaning each unit has to be treated very differently in battle in order to get the optimum performance out of them.

That’s not what made this game so special to me though. That’s not the reason that, as of the time of writing, I’m currently about to reach the conclusion of my 4th playthrough of this 45-hour game. What makes Fire Emblem: Three Houses such a wonderful game to play are its characters.

You play as a professor at an academy where the various future lords, nobles & knights of the land learn their craft, this naturally means you have students and you get to know these students so incredibly well throughout the course of the game. Every single part of every character is dripping in personality and while it’s true that many of the characters are a bit one-note, when there’s so many of them and they’re all constantly interacting and bouncing off of each other, then you don’t even notice.

Over the course of the game, I grew to understand all of the characters and how they operate in the same way that any teacher does when they have the same class for an extended period of time, you get to see them grow and develop as people and I genuinely care about all of them and their progress. This feeds back into the gameplay and combat because it’s not just faceless armies that you’re sending into danger, it’s your students that you’ve bonded with and have a whole future ahead of them and when one of them dies, that failure – YOUR failure – weighs on you.

The game’s branching narrative is brilliantly set up, forcing you to choose your house less than an hour into the game, with only a base-level understanding of the students you’ll be taking under your wing. It was what pushed me to dive right into my 2nd, 3rd & 4th playthroughs because I had to know what happened to all of these characters that I’ve grown to love.

The feature characters for each line in the narrative are very well-developed as well and there are some genuinely brilliantly written scenes in every path. This was a game that understood that the emotional weight of its story came not from the events happening, but how those events affect the characters. Every scene is written in such a way to draw you into the lives of its characters and that level of investment bleeds over into every other part of the game, whether you’re teaching them on their skills or sending them into battle.

Fire Emblem: Three Houses is that perfect mix that captures exactly what made me fall in love with Octopath Traveler last year. Its characters are flowing with personality that never fails to make me smile and the gameplay has a deep level of strategy that I just can’t keep away from and it’s absolutely the best gaming experience I’ve had in 2019.

So that’s it! Those were my favourite games in 2019! Thank you very much for taking the time to read this, please, let me know what games you loved this year either in the comments below or on Twitter @10ryawoo. Finally, make sure to join me back here on Saturday, where I’ll be talking about my favourite comedy shows!