2021 Year-in-Review: Dom’s Top 10 Games of the Year

I’ve arrived at the very final post of 2021 Year-in-Review, and really the entire year for the website. It’s time to crown Game of the Year!

This piece marks a bittersweet moment. Looking back on a challenging, stressful 12 months, I’m impressed by any game development team and publishing outfit that was able to release games in 2021. Collaborating remotely, balancing work and life, juggling responsibilities and still making awesome games is an incredible feat.

Now’s the time to celebrate my favorite titles, the best of the best. And I must say, it was a unique one. Certain years, like films made specifically for award season, there are clear “best of” list entries. Not 2021. Variety and diverse quality defined gaming this past year, between triple-A surprises and fantastic indies, to where it was impossible to predict at the beginning where I’d be at the end.

Despite what some might say, I think last year was an incredible year for gaming. The breadth of experiences, glorious and saddening, is clearly reflected in the ranks of my top games. Here are the ten best games I played in 2021, then a quick set of excellent honorable mentions.

10. Monster Hunter Rise (Capcom)

Platforms: Nintendo Switch, PC.

Capcom’s bespoke Nintendo Switch entry in the storied Monster Hunter franchise reminds me of predecessor Monster Hunter World in the best ways while simplifying certain areas for a more specific audience. The third-person action-crafting game is an amalgamation of console and handheld tendencies for Monster Hunter, sparked by a new ability that tremendously expands traversal, which benefits its cooperative gameplay and remains rewarding over dozens if not hundreds of hours.

9. Halo Infinite (343 Industries, Xbox Game Studios)

Platforms: Xbox Series X|S, Xbox One, PC.

After a year delay, the latest and arguably most important Halo entry since Halo: Combat Evolved twenty years ago nails its core gameplay within a bold move towards an open area structure, its campaign blending traditional corridor sequences with encounters that encourage experimentation. It overcomes a predictable storyline because it’s so fun to play as Master Chief, who I can’t imagine now without his signature grappling hook. I haven’t delved much into multiplayer, which I hear is fantastic, yet it’s still missing cooperative campaign and user generated content features which dings its ranking.

8. Ratchet & Clank Rift Apart (Insomniac Games, Sony Interactive Entertainment)
Platforms: PlayStation 5

The Ratchet & Clank series is pure gameplay joy mixed with high quality visual flair, and Rift Apart continues this traditional amidst an expanded cast of characters and gorgeous environment design. The latest generation of consoles lets famed developer Insomniac dazzle players with fast loading times, snappy mechanics and quick grappling plus its narrative is charming with Rivet and Kit joining Ratchet and his robo-buddy Clank adventuring across multiple timelines. It doesn’t push boundaries; it’s just plain old interactive fun.

7. Life is Strange: True Colors (Deck Nine, Square Enix)

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, PC, Stadia.

One of the year’s best titles is also my favorite in the Life is Strange franchise, which now spans three mainline stories and select spin-offs. It’s carried by main character Alex Chen, an empath dealing with both her own and others’ traumas, plus creative writing, outstanding dialogue and consequential player choice. The fictional Haven Springs is a stunning setting, the backdrop to an effective character drama. Chapter 3 is the best single sequence of 2021, a few hours of pure bliss as the game briefly turns into a fantastical, turn-based role-playing adventure.

6. Lost Judgment (Ryu Ga Gotoku Studio, Sega)

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One.

Another sequel makes my top games list as Lost Judgment refines the detective mystery, martial arts fighting, hilarious character personalities and wacky side content the original did so well. It adds skateboarding, climbing and a detective doggo named Ranpo plus parallel questlines in solving a high-profile murder while investigating bullying at a local high school. The developers behind Yakuza expertly balance humor with gravity as Yagami’s path now spans two Japanese cities, and their vision coalesces into a thrilling experience as I wrote in my full review.

5. Marvel’s Guardians of the Galaxy (Eidos Montreal, Square Enix)

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, PC.

Rounding out the Top 5 is the most startling Marvel’s Guardians of the Galaxy, a spectacular adaptation underpinned by an affecting story, infectious chatter, beautiful visuals and delicate character moments when least expected. Starlord and team band together, fall apart and reunite in a game with exquisite writing and quick decision-making. Combat combines team management and third-person shooting, starting slow then ramping up with new abilities as squad relationships deepen. It drags at times in the third act yet ultimately reveals a narrative with themes of self-doubt, responsibility and redemption.

4. Psychonauts 2 (Double Fine Productions, Xbox Game Studios)

Platforms: PlayStation 4, PlayStation 5 (Backwards Compatible), Xbox Series X|S, Xbox One, Xbox Game Pass (Cloud, Console & PC), PC.

Back in August I raved about the genius of Psychonauts 2, the follow-up to the cult classic launched way back in 2005. This action platformer is so much more than its genre convention, an artistic delight with thought-provoking themes, exceptional environmental artwork and an improved mechanical identity. Tim Schafer and Double Fine are best-in-class at establishing tone, incorporating references and focusing on finer details that bring an aesthetic to life. Each level is hand-crafted, from a psychedelic festival to hospital casino, resulting in a bizarre yet comical experience through the psyche that certainly has a mind of its own. Oh, and the year’s best song in Jack Black’s epic “Cosmic I/Smell the Universe.”

3. Forza Horizon 5 (Playground Games, Xbox Game Studios)

Platforms: Xbox Series X|S, Xbox One, Xbox Game Pass (Cloud, Console & PC), PC.

The Forza Horizon franchise isn’t about racing. It’s about driving. The thrill of an open road, the roar of an engine and view of a brilliant sunset just over the.. well, horizon. The fifth entry is set in Mexico and has perfected its formula, more an open world exploration game with events than anything else. The trick behind its excellence is a constant reward loop. Its accessibility features make for smooth steering mechanics which can lean towards arcade or simulation. Collectibles, races, stunt opportunities and campaign stories dot the landscape, offering plenty to do in one of the most beautiful games I’ve ever played. There’s multiplayer, seasonal goals and even a dedicated battle royale mode. Last year, Forza Horizon 5 raced to the top of my favorite driving games of all time.

2. Inscryption (Daniel Mullins Games, Devolver Digital)

Platforms: PC.

It’s wholly inaccurate to call Inscryption solely a deck-building card game. It’s part psychological horror, part escape room and all instant narrative classic with a phenomenal card game as its primary player interaction. It’s the type of multi-layered experience that can’t be described without spoiling its later acts, because it’s so much more than what it initially presents. There’s a meta-story, referential themes, individual character arcs and consistent moments that utterly floored me. Jaw-dropping. Awe-inspiring. Daniel Mullins subverts every expectation and had me hooked on a card game that mainly uses sacrifice to strengthen a deck, a theme paralleled in its later puzzles. The early cabin area is tough, and its second act is probably too long, however I have minimal complaints about this monumental indie masterpiece.

1. The Forgotten City (Modern Storyteller, Dear Villager)

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch (Cloud), PC.

And finally, my Game of the Year is: The Forgotten City. A most delightful surprise in a year filled with great games.

If you’ve visited the site or chatted on social media, you’ve seen me tell everyone and anyone who would listen about this masterclass of game design and storytelling prowess that originated as a Skyrim mod. I wrote an unscored review around launch. Now that I’m scoring my critiques, The Forgotten City would easily earn a 9.5 out of 10.

Its setting: an underground Roman city. Its rule: if even a single person sins, everyone dies. The playable character is dropped into this ancient setting, summoned there to figure out who will commit the deed that leads to the city’s demise. It’s a first-person game less about combat, though there is light action mainly via a magical bow, and all about character dialogue, investigating leads and making impossible choices. There’s also the time loop element, resetting the world each time the player fails to uncover its mysteries.

What makes it stand out in the year of time loop games is a deft approach to repetition. Rather than requiring the player to conduct the same interviews and persuasions each run, it has a helpful character named Galerius that assists in carrying out various duties. Each action has a reaction as the player tries to close the loop to create a time paradox, zipping them back to modern times.

Of course, there’s a broader mystery about why someone from present day is suddenly ripped through time to solve this dilemma. Clearly not everything is as it seems. Most character arcs are well-written, especially that of Naevia in a forbidden palace and the lonesome Livia who knows the city’s secret, and its themes center on morality, philosophy, mythology and societal conventions of right versus wrong.

While animations can be janky and it should have more flexible options, The Forgotten City wins this award on the strength of its fantastic writing and revelations around societal conventions of right versus wrong, with multiple endings that reflect what the player considers in each scenario. I can’t recommend it enough. I hope it stands the test of time as one of the single best stories in all of gaming.

Top Five Honorable Mentions (Alphabetical Order):

Chicory: A Colorful Tale (Greg Lobanov, Finji)

Platforms: PlayStation 5, PlayStation 4, Nintendo Switch, PC, Mac.

Death’s Door (Acid Nerve, Devolver Digital)

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, PC.

Deathloop (Arkane Studios, Bethesda Softworks)

Platforms: PlayStation 5, PC.

Metroid Dread (Mercury Steam, Nintendo)

Platforms: Nintendo Switch.

Returnal (Housemarque, Sony Interactive Entertainment)

Platforms: PlayStation 5.

And that’s the last of 2021! Switch back over to the megapost for everything Year-in-Review.

Thank you very much to everyone for visiting and chatting this past year.

2021 saw the single best month of visitors for Working Casual (that was August 2021) and this month is already the highest average per day ever for the website. Be safe in the coming year, and look forward to many more posts and coverage of gaming, technology and media soon!

Sources: Company Websites, Press Kits, Twitter & Investor Relations.

Disclaimer: Code was provided by the publisher for Psychonauts 2.

-Dom

2021 Year-in-Review: Independent Studios of the Year

This might be my favorite post all year. It’s time to specifically shout out the best indie studios of 2021 and their incredible games.

“Indie” has always been a nebulous term that’s difficult to define. Where do we draw the line? Team size? Budget? Scope? Association with a major publisher? To me, it’s elements of these things. Indie teams are usually smaller, self-published or shopping projects around for financing and games are kept at a more focused strategy. However, to me it’s mostly about the team’s spirit and approach when the lines become blurred. Shoot, it might not even be a team. These days, a single individual can make a multi-million seller indie epic.

There are also indies backed, or even purchased, by major game publishers. This post isn’t meant to litigate semantics about what is or isn’t part of this space. It’s a place to talk about which studios or individuals made the best “smaller” or independent projects this past year.

In terms of sheer number, it’s the largest list for this category ever. Nine entries deep! Let’s get on with the festivities, here are the top independent game studios of 2021 in alphabetical order.

Acid Nerve

Mark Foster and David Fenn make up Acid Nerve, a team based out of Manchester that created the awesome Death’s Door, one of the year’s most striking indie games. It’s a dark, isometric adventure game with tricky combat and creative bosses, where the player collects souls in a bureaucratic version of the afterlife. Previous projects include Titan Souls and Telepaint, but 2021 was Acid Nerve’s best yet.

Daniel Mullins Games

I promise this name will come up again during my Game of the Year list. Known previously for Pony Island and The Hex, Daniel Mullins recently created the incredible Inscryption, a deck-building card game I guarantee is like none other. Daniel is mostly a solo developer known for meta narrative and genre-bending, and this formula is perfected with Inscryption which is exquisitely executed, the type of experience that lingers long after it’s done.

Greg Lobanov

Another mostly solo creator is up next in Greg Lobanov for his excellent work on Chicory: A Colorful Tale, a game about self-doubt, artistic vision and ultimate perseverance. Greg, a Philadelphian in Canada formerly known as Dumb and Fat plus maker of Coin Crypt and Wandersong, worked with a small team to make one of 2021’s most layered games about anthropomorphic animals facing real life issues, sparked by a magical visual flare as the player can color its entire environment.

Ember Lab

Pixar-quality action-adventure Kena: Bridge of Spirits was incredibly the first game for Ember Lab, a team led by brothers Mike and Josh Grier who had a history in short film and commercial animation. The team leveraged this prowess to make a gorgeous game about Kena, guide to spirits and friend to cute creatures, which won both best indie and top independent debut at this year’s The Game Awards.

Four Quarters

A team originally based out of Russia and now spread around the globe remotely, the four-person Four Quarters launched the ingenious, enigmatic Loop Hero this past year. This semi-idle game with tower defense, crafting and role-playing elements captured the stage in first quarter 2021, selling over a million units and cementing Four Quarters, previously makers of Please, Don’t Touch Anything, as celebrated indie creatives.

Hidden Fields

Haunting visuals and tense interactions define Mundaun, a psychological horror game and first full-length project from one-man Swiss studio Hidden Fields. Michel Ziegler illustrated and programmed the hand-stenciled game set in the Alps where a man travels back to its hometown to find out more about his grandfather’s passing, and it’s one of 2021’s most dramatic, bizarre and unique indie releases.

Housemarque

Technically no longer independent since its purchase by Sony in June, Housemarque released time-bending action game Returnal in April which has since garnered critical praise and commercial success. As noted in my review, Returnal was the most ambitious and impactful title from the outfit previously focused on fast-paced arcade gems like Resogun and Nex Machina, blending bullet hell elements with run-based elements in splendid harmony.

Iron Gate Studio

Headquartered in Sweden, Iron Gate Studio broke out in 2021 after launching gathering, crafting and building game Valheim which snagged the zeitgeist in February with its Norse world and fantastical setting. At one point, the procedurally-generated title was selling a million units every other week, culminating in upwards of 8 million as of August and spawning many a tale of emergent, co-op interactions and challenging enemy battles.

Modern Storyteller

The final winner is Modern Storyteller, brainchild of lawyer-turned-developer Nick Pearce and creator of the masterpiece that is The Forgotten City. As I alluded in my review back around launch in July, the first-person time loop game set in an underground Roman city began as a Skyrim mod and blossomed into a daring narrative showcase that offers player choice, political intrigue and major morality conundrums. Pearce and team define and even transcend “walking simulator” genre boundaries with The Forgotten City, a staggering storytelling feat that lands them within this group of best indie studios around.

Shout out to all the developers on this most prestigious list and every indie developer working hard during 2021, a most challenging of years that resulted in some of my favorite projects to date. Bounce over to my megapost for all other Year-in-Review categories, including the impending Game of the Year awards.

Sources: Comic Book Resources (Image Credit), Company Websites & Twitter. YoYo Games (Image Credit).

-Dom

2021 Year-in-Review: Five Most Impressive Gaming Companies

Consistency and quality are the key in this Year-in-Review category.

It rewards those teams at larger publishers or console manufacturers with the most impact on the games industry, whether from a release, investment, expansion, influence or hardware launch standpoint. These are names most will recognize, standing at the top of their respective games. The work of their development teams and publishing arms shaped the broader industry in 2021, resulting in some of the most remarkable experiences of the year.

While I’m celebrating bigger companies here, I want to take a moment to say again how I stand behind workers fighting back against toxic regimes at companies like Ubisoft and Activision Blizzard, both of which (among others like Bungie and Riot Games) will most certainly not make this list right now. I’m excited to see efforts towards collective action and even unionization because these companies are their people, not just their executive teams. There’s no place for harassment here.

Note: My next article will highlight independent creators. This is reserved for publicly-traded or high valuation companies.

Here they are, the top five most impressive companies of 2021, in alphabetical order.

Capcom

The largest third-party Japanese publisher focused on high quality over quantity in 2021. Its two flagship launches in Monster Hunter Rise and Resident Evil Village were among the year’s most critically-acclaimed and commercially-successful, continuing a recent reinvigoration of both franchises. Round out its annual schedule with Monster Hunter Stories 2, Great Ace Attorney Chronicles, a handful of classic game collections plus even Resident Evil 4 for virtual reality (props to anyone who can play that!).

Monster Hunter Rise was made specifically for Nintendo Switch, existing somewhere between Monster Hunter World and earlier franchise titles centered on handheld play. It worked masterfully, an addicting gameplay loop that’s perfect for portable play. After shipping 4 million units in three days back in March 2021, it’s since surpassed 7.5 million units to already become the third best-selling game in series history.

Since its launch in May, Resident Evil Village has shown up on many an award list for its adaptation of the survival horror formula. Perhaps more memorably, the multi-platform follow-up to 2017’s Resident Evil 7 Biohazard spawned the vampire mother and ongoing meme that is Lady Dimitrescu. It was the fastest-selling series launch alongside Resident Evil 6, moving 3 million units across four days. After shipping an additional 2 million since, it now stands at 5 million to date.

I’m fully praising Capcom’s internal teams for adapting in a changing world and producing at least a couple of the year’s most celebrated big budget releases.

Devolver Digital

Devolver is the type of unique game company with a scrappy, start-up mentality that was also valued over $1 billion when its stock listed in London in November making it the largest U.S. company to trade on the stock exchange. Its games are all from smaller teams, and it explicitly makes fun of press conferences from larger counterparts during E3. The portion of its website showing accolades is called Propaganda.

That’s Devolver in a nutshell. And I’d argue 2021 was its best year to date.

It’s a publishing outfit, previously working on re-releases and lately coordinating with tighter-knit independent creators to market their projects around the world. Last year alone it produced the following: Inscryption from Daniel Mullins Games, Loop Hero by Four Quarters, Acid Nerve’s Death’s Door, Boomerang X made by Dang! plus Olija which was created by Skeleton Crew Studio.

These titles, notably the first three, are everywhere this award season and all signs point to solid sales as well. Inscryption is celebrated as one of the best deck-building card games ever, pushing 250K units on Steam alone. Loop Hero, which set its own genre somewhere between idle game and tower defense, has now sold well over a million units. Death’s Door is a critical darling with over 100K copies in a week. The totally rad Boomerang X flew under-the-radar, a quiet yet sensational compact experience.

Devolver is made up of smart, savvy talent finders which led to multiple games that defined the indie space in 2021.

Epic Games

Yes. Epic Games is, at first glance, Fortnite. 2017’s battle royale sensation is still one of the most relevant games because it pushes boundaries of collaboration, creation, intellectual property crossover and live event experimentation. Epic Games has effectively established a “metaverse” at a time when most other companies are talking about doing so. Which is impressive enough on its own.

This year alone, Fortnite added more characters and cosmetics from a range of different brands or gaming franchises: Marvel, Warner Bros, Halo, God of War, Street Fighter, Tomb Raider and others I’m forgetting. It’s probably the only place where Master Chief can have an epic battle with Kratos. Epic moved the game into its third chapter recently while expanding its event approach during 2021, showcasing Ariana Grande’s Rift Tour and the Soundwave Series of concerts headlined by Egyptian singer Mohamed Hamaki.

However Epic is also making deals, investments and partnerships while continuing its Epic Game Store growth with content offerings and major sales. This past year, it purchased Fall Guys creator Mediatonic, RAD Game Tools, ArtStation, Sketchfab and even Rock Band maker Harmonix. That’s not even to talk about its game engine business, moving into Unreal Engine 5 technology which was recently shown off via The Matrix Awakens and is now in the hands of developers making games for the latest generation of consoles like Senua’s Saga: Hellblade II and the next Mass Effect. It’s one of the most popular engines in the world, leveraged by film studios to game designers everywhere.

Epic Games’ valuation is estimated at upwards of $42 billion, up from under $30 billion in April. Its strategy is all-encompassing, with the ongoing, evolving ecosystem of Fortnite supplemented by various other businesses, experiences and its digital storefront.

Square Enix

When talking sheer software output, not many companies rivaled Square Enix during 2021. The Japanese developer-publisher moved a whirlwind of games and expansions, one of which was so successful that it had to stop selling it temporarily.

Its lineup ran the gamut. Marvel’s Guardians of the Galaxy. Life is Strange: True Colors. Outriders. Bravely Default 2. Balan Wonderworld. Neo: The World Ends With You. Voice of Cards: The Isle Dragon Roars. NieR Replicant (insert many numbers here). Final Fantasy XIV: Endwalker. Even Final Fantasy VII Remake for PC snuck in during December. Sprinkle in re-releases of catalog titles, and it was a busy time for its teams.

Now some of these were better than others, granted. I’d argue there’s more good than bad. Marvel’s Guardians of the Galaxy is a sleeper Game of the Year contender and one of the best comic adaptations in recent years. Life is Strange: True Colors continued its franchise’s narrative legacy and produced one of the best main characters of 2021 in Alex Chen. Outriders had a major moment in April, launching simultaneously into Xbox Game Pass to reach 3.5 million players in a month. Bravely Default 2 has sold a million units worldwide.

Then there’s Final Fantasy XIV, one of the sweetest redemption stories in all of gaming since a shaky start over a decade ago. On the strength of its Endwalker expansion this year, the MMORPG became the most profitable game in Final Fantasy history, reached 25 million registered accounts and established a new record for concurrent players. In December, Square Enix had to halt new sales and trials because its servers couldn’t handle player load. If that’s not a good problem to have, I don’t know what is.

Traditional console and PC gaming isn’t the only vertical within its portfolio. Others include mobile, arcade, amusement, film, manga and merchandising of its various brands. While overall sales and profit are currently down slightly from last year’s highs, it expects annual revenue growth of 2% driven by these new launches plus the ongoing momentum of its MMORPG unit.

While I was disappointed to see a New Year’s letter from President Yosuke Matsuda talk mostly about metaverse and NFTs, two questionable corporate buzzwords I mentioned in my Year-in-Review trends post, employees at Square Enix produced several noteworthy games and continued significant ongoing player support in 2021.

Xbox Game Studios

During this same category last year, I awarded Microsoft overall a slot at the top at the start of its new Xbox Series X|S generation. This year, I’m celebrating the individual unit that is Xbox Game Studios for its dazzling array of consistent output. Major internal investment and studio purchases, headlined of course by $7.5 billion ZeniMax deal which closed in March, began bearing fruit. This was perhaps the best year in history for Xbox on the software production side.

Several of its now 23 development teams had banner new releases, even if some of them weren’t technically exclusive to Xbox or platforms where Xbox Game Pass exists. Two of these, Forza Horizon 5 from Playground Games and Double Fine Productions’ Psychonauts 2, were among the year’s five highest-rated on review aggregator OpenCritic. This, hm.. drove Forza Horizon 5 to the largest software launch in Xbox history, attracting a staggering 10 million players its first week alone.

Then there’s Halo Infinite, of course. The one-two punch of multiplayer and campaign are a franchise revitalization. While Xbox hasn’t shared statistics yet, I’m on record betting the latest Halo installment from 343 Industries had even higher engagement. Deathloop from Arkane Studios was a lock for year-end “best of” lists, while Age of Empires IV from Relic Entertainment was one of the premier PC launches of 2021.

On the ongoing support and catalog side, Sea of Thieves from Rare sailed past 25 million players back in October. It’s quietly one of the biggest success stories for Xbox in the last decade. A small team at Obsidian Entertainment released Grounded into early access, plus Microsoft Flight Simulator from Asobo Studio saw its console debut.

Because of contracts signed prior to recent acquisitions, Deathloop was actually a PlayStation 5 exclusive while Psychonauts 2 hit a variety of different platforms. To me, that doesn’t take away from the accomplishments of everyone within Xbox Game Studios whether long-time employees or recent joiners. That’s multiple Game of the Year contenders, if not winners, and major contributions to the industry made or published by Xbox this past year.

This celebration of those working at major gaming companies marks the halfway point of 2021 Year-in-Review here at the site. Check back to the megapost for all articles. Be safe, all!

Sources: Company Investor & Media Sites, Financial Review, Mohamed Hassan (Image Credit).

-Dom

2021 Year-in-Review: Biggest Trends in Gaming, Tech & Media

2021 was defined by a handful of major trends in gaming, technology and media, many of them centered around workplaces, culture and emerging technologies that even those involved might not fully understand.

It was another year of buzzwords within tech, as often happens. Cryptocurrency. Blockchain. Non-Fungible Tokens (NFTs). Meme Stocks. Metaverse. Within gaming, people spoke out against corporate toxicity and harassment. Mobile’s growth trajectory withstood as other areas cooled from the peaks of quarantine times, especially amidst supply concerns for hardware. For social media, the infamous Facebook Files, TikTok’s dominance and Twitter’s CEO departure hit the headlines.

Time to dig into six of the most significant trends of 2021. Fair warning, it’s not all good!

Workplace Culture & Whistleblowing

This story is a holdover from my 2020 list, and it’s only gained in relevancy this past year. More people were louder than ever on toxic cultures in the workplace or poor actions by executives, especially at big gaming publishers and social media giants. Over the summer, both Ubisoft and Activision Blizzard faced lawsuits related to discrimination and institutional harassment. Employees banded together to fight back against executives, to varying degrees of success.

Then there’s Facebook, now Meta, which saw a September leak reveal its self-realization of the harm it can cause younger users and its contributions to extremist activities worldwide. Not to mention the potential for fake research and incorrect information across its platforms. This is all thanks to whistleblower Frances Haugen and media investigations.

2021 did see some bright spots in these areas. Vodeo Games was the first gaming company in North America to formally unionize in December. Just recently, an IGN article detailed slightly improving conditions at Bungie while the Washington Post reported Riot Games must pay $100 million to settle a 2018 discrimination lawsuit. Toxicity at work and a “boys club” mentality is still prevalent in many industries. The hope is the more people talk about it, the more bad actors depart and these companies clean up their acts.

GameStop & Popularity of Meme Stocks

In a perfect swirl of internet camaraderie, corporate resistance and capitalist tendencies, 2021 became the year of the “meme stock” highlighted by names like GameStop and AMC Entertainment. At one point in January, GameStop closed at almost $350 per share. It opened the year under 20 bucks.

The frenzied swings of stocks like these are mainly due to online communities, especially Reddit’s WallStreetBets, forming narratives and collectively pushing them to historic highs. They tend to target securities with major short interest, which means a lot of other people were betting their prices would decline, to cause a massive upsurge in buying which skyrockets a stock’s intermittent value.

It’s the type of trend amplified these days when everyone is online, with entire sub-sections of the Web dedicated to chest-puffing against retail investors and major investment firms. A super curious phenomenon, especially when the underlying companies aren’t changing in value. It’s all about the market’s short-term perception. We couldn’t go a few days at times in 2021 without hearing about meme stocks, even from people who aren’t usually interested in social media or digital communities.

The Unavoidable Blockchain, Cryptocurrency, NFTs & Play-to-Earn

Apologies. I had to bring it up. It’s everywhere nowadays in tech, impossible to avoid plus impregnable for even those well-versed in the sector.

And that’s the undying realm that is blockchain, crypto and NFTs. Terms that you’ve probably heard numerous times now, whether via online posts or bros at a dinner table, and still find them wholly impenetrable. That’s because they are, plus it’s only getting worse.

These topics aren’t necessarily new at all. And I won’t dig into the specifics, that information is out there. Technologies surrounding digital ownership of goods, alternative forms of currency and decentralized systems have existed for years. It’s just the loudest right now. That’s primarily because of the astronomic popularity of NFTs, which are mainly used to make (or even launder) money under the guise of owning rights to a digital image.

Environmental impact, regulatory ramifications and opportunities for theft take a backseat to profitability in these realms, especially as company management teams start thinking of ways to capitalize and integrate into their products. Within gaming, that’s where areas like “Play-to-Earn” pop up in a ploy to entice people to play for the sake of generating money as opposed to leisure. Ubisoft introduced Quartz within its floundering Ghost Recon Breakpoint while developer GSC Game World tried, and failed, to incorporate NFTs in the forthcoming STALKER 2. This trend isn’t going anywhere, so I wager it could be a part of my 2022 predictions thread soon.

The Buzzword That Is The Metaverse

Every now and again, those at the top run a term into the ground to where it feels old before it’s even realized. That’s how “Metaverse” felt in 2021, a somewhat nebulous term combining aspects of augmented spaces, virtual reality, video connectedness and low quality online avatars to create a digital world where people can exist alongside one another. Lately it’s used by various companies claiming each wants to build the singular place where people can get together virtually.

Shoot. Facebook even changed its name to Meta in an attempt to monopolize the term.

This metaverse is another concept that’s not necessarily brand new. Just that lately, corporations see a clear opportunity to monetize a fancy buzzword and layer it on top of their existing brand identity. The aforementioned Meta, Microsoft, Apple, Alibaba, Epic Games, Roblox, Niantic and plenty more are using this phrase to describe its virtual offerings.

But what the heck is a metaverse and which will be the “one” that works a la the OASIS from Ready Player One? Well, many experts (and writers like yours truly) don’t think it’s possible. The space is too fragmented, companies are inherently driven to differentiate services rather than collaborate and getting all users to agree on a single platform is impractical. If 2021 is any indication, there will be much smaller, less defined metaverses competing for our virtual selves.

Hardware Shortages, Supply Chain & Product Delays

The global semiconductor shortage that heightened in 2020 partly because of coronavirus shutdowns had the carry-on effect of slowing all sorts of consumer industries including consumer technology, video game hardware, mobile phones and automobiles. Anything that used a chipset was more expensive to build and took longer to distribute in 2021, leading to supply shortages everywhere.

A major result is this combination of low availability and launch delays. Using the example of gaming consoles, the latest generation of PlayStation 5 and Xbox Series X|S were notoriously difficult to purchase this past year. When retailers did have inventory, it was short-lived and prone to scalping. Then there’s the console delays, including Valve’s Steam Deck and Panic’s Playdate handheld among others were pushed into next year.

Even so, there’s data showing resilience propped up by demand. Sony said PlayStation 5 shipments reached upwards of 13.3 million as of the quarter ending September. Sell-thru to consumers is higher than PlayStation 4. Nintendo Switch reached nearly 93 million sold lifetime, even as the company reduced its annual target for this fiscal year. Microsoft doesn’t share public figures, though anecdotally and from U.S. data, the Xbox Series S is more prevalent likely due to lower input costs. The NPD Group shows hardware sales up 20% in the U.S. through November 2021, even if compared to late console generation cycle the prior year. Unfortunately, many covering the chip industry think the supply chain issues will continue through 2022 and even beyond.

Mobile Driving Increased Global Games Industry Spending

Revenue numbers are in for the global games space, where overall value was up slightly in 2021 on a year-over-year basis. That’s attributable to gains in mobile and digital spending, while areas like console and personal computer (PC) dipped overall. Digital skew leads the charge as downloadable games plus additional content increased in traction and revenue generated.

According to Newzoo, worldwide video games industry value surpassed $180 billion in 2021. That’s up 1.4% since 2020, a durable figure that illustrates consistent spending on mobile experiences. Mobile as a category contributed $93 billion, showcasing 7% growth. Console was the next highest grouping, declining 7% to $50 billion. PC gaming reached $37 billion, down around 1% since 2020.

Overall, digital sources contributed 93% compared to 91% during 2020. Within console gaming, 77% was digital which is up from 72% prior year. Within mobile, Garena Free Fire led downloads with nearly 230 million. Subway Surfers and PUBG Mobile rounded out the Top 3, with 181 million and 172 million respectively. From a revenue standpoint, Honor of Kings, PUBG Mobile and Genshin Impact drove mobile sales.

On Twitter, Genshin Impact was the most-discussed title around the world followed by Final Fantasy XIV and Apex Legends. Looking at Google’s analytics, PopCat, FIFA 22 and Battlefield 2042 were the most searched. The top-selling games in 2021 for the U.S. as of November were topped by the two most recent Call of Duty titles, Black Ops Cold War and Vanguard in that order, followed by Madden NFL 22.

This recap of an eventful, and sometimes disheartening, year marks the first Year-in-Review post for 2021. Pop over to the megapost for more categories!

Sources: Christian Wiediger (Photo Credit), GamesIndustry.Biz, IGN, Marvin Meyer (Photo Credit), Meta Inc, Newzoo, Wall Street Journal (Photo Credit), Washington Post, Ubisoft.

-Dom

2021 Year-in-Review Megapost Is Now Live

The end is only beginning!

2021 is coming to a close. The past 12 months fit with the recent trend of years being difficult, trying and, very occasionally, magnificently rewarding. The ongoing coronavirus pandemic, which feels like it both started yesterday and has always been a part of our collective lives, continues as the biggest headline, impacting both our physical well-being and mental health. I like to believe humanity is strong enough to push through it, even if 2021 rebutted this theory at every turn.

Major news stories included insurgents at the U.S. Capitol, President Joe Biden’s inauguration, the Ever Given disrupting global commerce by getting itself stuck in the Suez, COVID booster availability amidst the widespread omicron variant, an Olympics like none other, plus some rich people throwing money around so they could go to space.

Closer to home within gaming, technology and media, this Year of the Game Delay brought about some of the best content and worst trends ever. The Facebook Files and social media whistleblowers. GameStop as the premier meme stock with the rise of Reddit traders. Executives repeating the word “metaverse” as many times as they possibly can while pretending it’s a new topic. The inscrutable nuisance that is the non-fungible token (NFT) alongside the burgeoning, disheartening “play-to-earn” gaming trend.

Of course, there’s the omnipresent semiconductor shortages and supply chain issues making it near impossible to find a PlayStation 5 or Xbox Series X. Unless perhaos you happen to be a bot or scalper? Nintendo Switch’s new OLED model launched in the fourth quarter, cementing the hybrid handheld’s momentum on the charts. And, most importantly, the loud, ongoing relevance of challenging toxic workplace culture and harassment practices at companies including Ubisoft, Bungie and Activision Blizzard. (It’s a shame Bobby Kotick still has his job as I write this.)

Over the next few days, I’ll be recapping the year that was 2021. Once I wrap up writing about the biggest trends, it’s time to showcase what I thought was a consistent year in media and gaming especially, with a variety of high quality AAA titles and indie projects. First I’ll talk about larger publishers, then the more tight-knit indie scene before the grand finale: The ten best games I played all year.

This post acts as the central point for all things Year-in-Review here at Working Casual. Our categories are:

Biggest Trends in Gaming, Tech & Media

Five Most Impressive Gaming Companies

Independent Studios of the Year

Dom’s Top 10 Games of the Year

Set the bookmark and check back often! Happy Holidays and a safe, healthy New Year to all!

-Dom

2020 Year-in-Review: Dom’s Top 10 Games of the Year

It’s here! The final post of Year-in-Review. Then we can finally, officially and thankfully say goodbye to 2020.

Good riddance, for the most part. Except for gaming. Last year welcomed among the best and most memorable of the waning console generation, while Nintendo kept consistent in its first party output as did indie teams on a variety of platforms.

In my opinion, plenty of great titles were contenders for the list overall and top spot. Quality across the whole industry, which is even more incredible given that a global pandemic hit in many major markets before the first quarter ended.

Props to all the teams that released games in 2020, and especially to those that made this prestigious list. Here we have my Top 10 Games of the Year and five Honorable Mentions. Enjoy!

10. Spiritfarer (Thunder Lotus Games)

Platforms: PlayStation 4, Xbox One, Nintendo Switch, Google Stadia, PC, Linux, Mac.

Sales: Between 200K and 500K owners on SteamSpy. No official figures from the publisher.

What starts as a cozy 2D management simulator featuring anthropomorphic spirits ends as one of the most powerful gaming experiences touching on the temporary nature of humanity, getting the most of our relationships and the journey towards life-after-death. Spiritfarer is a true gem. While it overstays its welcome a bit because of the sheer amount of management mechanics and goals needed to shepherd each character to the afterlife, helping them confront their mortality amid a gorgeous painterly, pastel aesthetic makes for a plethora of memorable personal narratives and individual moments. Just don’t forget to bring the tissues.

9. Cyberpunk 2077 (CD Projekt RED)

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Google Stadia, PC.

Sales: 13 million units sold within 10 days. (I’d imagine many since, even with returns.)

It would take more than one graph during year-end awards to fully analyze Cyberpunk, a first-person, action role-playing game with a launch that was equal parts super anticipated and completely botched. It makes the list because of an intriguing narrative around the future of consciousness and humans melding with machine, rich character relationships, exceptional weapon designs and depth of skill customization. Unfortunately, it’s not ranked any higher because of a myriad of bugs, performance hiccups, silly AI, stability issues and a world that breaks apart at the seams when delving deeper than the surface level. It’s totally worth a play after all these years of waiting, notably for RPG or hacking enthusiasts, though was clearly rushed and won’t be a truly good game until maybe six months of patches and a next generation update at least.

8. Astro’s Playroom (Japan Studio/Asobi Team, Sony Interactive Entertainment)

Platforms: PlayStation 5.

Sales: It’s a pack-in game with the console, so we’ll know when Sony reports them. Could be upwards of 3.4 million units in four weeks, unofficially.

Astro’s Playroom is quite simply the biggest and most joyful surprise out of all the games I played in 2020. It comes pre-installed on every PS5, and is so much more than a tutorial on the new DualSense controller’s functionality. Asobi Team crafted a smooth, capable 3D platformer that’s a complete love letter to everything PlayStation, fit with clever collectibles, stages and characters all centered on the brand and its nostalgia. There’s a wild amount of Easter eggs and secrets to find, nooks and crannies to explore and even speed-running levels to test one’s prowess against friends. It’s essential playing for the PlayStation 5, and should be the first game everyone old and young tries on their shiny new consoles. Guaranteed fun and memories all in one.

7. Paper Mario: The Origami King (Intelligent Systems, Nintendo)

Platforms: Nintendo Switch.

Sales: Fastest-selling game in the franchise at 2.82 million units during its first quarter, outpacing Super Paper Mario (2007).

My goodness, what an unexpected, pleasantly amazing game. Paper: Mario: The Origami King is the first release on Switch for the divisive Paper Mario series, which has undergone somewhat of an identity crisis before. And happy to report this one is way better than the critics say. It’s really an homage to everything in the Mario universe, creatively wrapped in a charming adventure game with heavy puzzle and exploration elements. Characters are quirky and excellent, in particular a Bob-omb named Bobby, environments are artfully designed and dialogue is genuinely and consistently hilarious. While its combat is a tad simplistic, boss fights are an epic clash of rapid riddles and movement tech plus the game sneaks in heartbreaking subject matter behind the cheerful appearance. Believe me, it’s anything but thin!

6. Final Fantasy 7 Remake (Square Enix)

Platforms: PlayStation 4.

Sales: Over 5 million units shipped + downloaded digitally.

Personally, I lack any sort of attachment to the Final Fantasy history. Which means I came into Final Fantasy 7 Remake as a first-timer, all knowledge second-hand thru the years and expectations set by modern standards. Happy to say, I wasn’t disappointed. It’s an excellent modern action role-playing game, with a combination of active and time-stop combat options plus a great party system with a variety of customization. Where it really shines is its characters and world-building, bringing its Midgard realm to life. I was enthralled to learn about the likes Cloud, Tifa, Barret and Aerith, personalities so woven into the fabric of gaming history, then to explore areas that make up the famed in-game universe. Enemy encounters range from focused to monumental, it’s totally worth doing side missions and set pieces are incredible, such as the Honeybee Inn. While its story is convoluted for a newcomer, I’m now invested to where I’m eager to play future iterations.

5. Assassin’s Creed: Valhalla (Ubisoft Montreal, Ubisoft Entertainment)

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Google Stadia, PC.

Sales: Fastest-selling title in the series. So above 3.5 million units in a week as it beat the former record holder, 2012’s Assassin’s Creed III.

I’m one of those lonely, long-time Assassin’s Creed fans that adores its modern direction whereby the stealth-action series deliberately leans into RPG elements in vast worlds inspired by historical settings. Valhalla places players in Norway and England during the 870s AD, amidst the rise of Viking plundering. It’s one of the most beautiful and well-realized open worlds ever. Playing as Eivor, the player must build up a settlement in Britain by gaining allies in the fight against the country’s shady rulers. It encourages exploration and lightly guides players towards areas and stories. Its main narratives center on forming alliances, the Hidden Ones (it’s the Assassin’s) taking out The Order of the Ancients (and The Templars) alongside a robust settlement building setup. Then its best parts are world events and collectibles. There are only a handful of traditional side quests here, a major one venturing into Norse mythology is a must-see, instead opting for a more emergent design of scattering waypoints across the landscape. Many funny, plenty rewarding and some just plain gut-wrenching. And while it’s probably too long of a game overall, almost all of it is worth seeing.

4. Ghost of Tsushima (Sucker Punch Productions, Sony Interactive Entertainment)

Platforms: PlayStation 4.

Sales: Quickest-selling first party original game on the platform at 5 million units at last count.

As I wrote extensively in my review, Ghost of Tsushima is breathtaking. Even if its inspirations are obvious. Set in feudal Japan, the third-person action game takes place in a gorgeous open world and follows Jin Sakai as the last samurai on his island fighting against the Mongolian invasion. It’s a brilliantly vibrant locale carefully crafted by Sucker Punch, providing a stunning backdrop for Jin’s vengeance. There’s the traditional conflict, fighting back against a stubborn Mongolian warlord, yet the underlying theme revolves around the struggle to maintain one’s honor against the reality of needing new tactics like stealth and trickery to wage war as the underdog. Its cast of characters is notable, featuring a father figure lord, cunning thief, former samurai great and a matriarch to a fallen house, with deep individual quest lines a la Mass Effect. Combat is visceral, a word overused in gaming yet one that happens to apply here, with a cornerstone of intense duels and gory sword battles. Movement and traversal is smooth. Bonus points as the only game on the list with a grappling hook! Despite too many mundane collectibles and repetitive side content, Ghost of Tsushima is a cut above most competitors.

3. Ori and the Will of the Wisps (Moon Studios, Xbox Game Studios/Iam8bit)

Platforms: Xbox Series X|S, Xbox Series X, Nintendo Switch, PC.

Sales: 2.8 million players, which isn’t equivalent to sales yet it’s all that the studio has shared.

I’ve said it before in my review, I’ll write it briefly again: Ori and the Will of the Wisps sets the bar for what a sequel should be, as it both continues the narrative of its predecessor plus improves on the already solid underlying mechanics and overall structure. The artful 2D platforming series made by Moon Studios should already be considered a modern classic, as Will of the Wisps introduces new combat abilities, features a slotting ability system, maintains the same traversal momentum and even has a hub world area that can be built out as a home base. Complete with fun characters, side quests and a true emotional payoff, Will of the Wisps deserves to be celebrated for all of its accomplishments.

2. The Last of Us Part II (Naughty Dog, Sony Interactive Entertainment)

Platforms: PlayStation 4.

Sales: Fastset-selling PS4 exclusive at 4 million units in a weekend back in June. Though, no official word since then.

It was an excellent year for Sony exclusives as the PlayStation 4 cycle came to a close. The best of those was Naughty Dog’s latest narrative survival horror masterpiece The Last of Us Part II, which I reviewed in June and reaches the second spot in these illustrious rankings. The original game is heralded as one of the best stories ever told in gaming. Its follow-up continues that tradition by following well-known characters like Joel, Ellie and Tommy plus new ones like Dina, Jesse, Abby, Owen, Yara and Lev, expertly leveraging flashbacks to tie both games together and provide the foundation for the events depicted here. It’s relentlessly brutal and sparingly beautiful. A story of violence and humanity and the often futile goal of vengeance. Mechanics are familiar, third person stealth and combat impactful as ever. New enemy and friendly factions expand the scope of Part II, as it’s the narrative and relationships within the cold-hearted future of Seattle that drives the experience.

Naughty Dog’s work here with accessibility is especially noteworthy, setting a standard for the amount of options it allows in various categories like hard-of-hearing, colorblind and general control mapping. One disappointing part of development is the rumors of long-hours, crunch culture and a difficult setting for employees. I want to celebrate the team’s work, especially on exceptionally detailed character models, environment design and incorporating some of the best acting in games to date. Yet I can’t ignore decisions by management, and desperately hope it improves if true. While the final act drags and there are select pacing problems, The Last of Us Part II is the fruit of this intense labor, an instant triumph in game design and narrative mastery.

1. Hades (Supergiant Games)

Platforms: Nintendo Switch, PC, Mac.

Sales: Achieved 1 million unit milestone within three days of launch, accounting for 700K copies sold during Early Access.

Believe me, I never saw this coming. I first picked up Hades around October, and at first bounced off the isometric roguelike action game. There’s a barrier to entry up front, it’s difficult and frustrating, especially when dying in the middle of what seemed like a great run, having to reset back to the halls of Hades to start anew. When I game it another try late in the year, it clicked and slowly became a standout, important gaming experience.

Thing is, Hades handles progression like no other run-based game in history. Its story of Zagreus, the ruler of the Underworld’s son, trying to escape his home world, seemingly climb Mount Olympus and figure out revelations of his past. Supergiant’s magnum opus slowly reveals its true genius over time as the player improves and learns more about its world, story and characters. It’s a common backdrop, ancient mythology with gods and Olympians, yet it’s a wholly unique take complete with amazing dialogue and a bespoke story suited solely for gaming as a medium.

Its hack-and-slash combat is snappy and responsive, crunchy and severe, as Zagreus ascends through realms of Tartatus, Asphodel and Elysium towards the surface. Tough enemies and bosses present a strategic challenge, even after facing them countless times. Gifts or boons from the likes of the major deities of Greek mythology like Zeus, Poseidon and Aphrodite make each run unique, providing combinations of skills that create builds of varying effectiveness. And after beating the final fight for the first time, it’s nowhere near over. Supergiant sets up a “heat” system where the player decides on adjustments to the challenge, like new boss mechanics or number of foes, earning bounties along the way to seeing the story thru to credits and an epic epilogue.

It came to the point where failure didn’t hurt anymore, because this led to interactions with core characters in the House of Hades like the God of the Dead himself Hades, Achilles, Nyx, Medusa and of course, being able to pet Cerberus whenever you want. It’s fully voice-acted, with a staggering amount of dialogue. In my at least 50 hours with the game, I don’t think I heard a repeat line. The team’s excellent writing and plot development made discussions among characters as memorable as the action itself. Plus, there are accessibility features such as God Mode for those players that would like the focus to be on story.

Hades is my Game of the Year that shouldn’t have been, based on my taste and history. I rarely play run-based games or “dungeon crawlers” because losing progress makes it feel like time wasted. This here is the opposite, almost rewarding death where it recognizes the player’s efforts by filling in the narrative after failed attempts. This particular structure made succeeding that much more satisfying, while following along with what ends up being a grounded story of family and finding one’s legacy.

Top Five Honorable Mentions (Alphabetical):

Animal Crossing: New Horizons (Nintendo)

Platforms: Nintendo Switch

Sales: Second top-selling Switch game ever at 26 million copies. And that’s as of September. It’s a lot more after the holiday season.

Immortals Fenyx Rising (Ubisoft Quebec, Ubisoft Entertainment)

Platforms: PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch, Google Stadia, PC.

Sales: Unknown for now.

Kentucky Route Zero (Cardboard Computer, Annapurna Interactive)

Platforms: PlayStation 4, Xbox One, Nintendo Switch, PC, Linux, Mac.

Sales: Between 200K and 500K owners on SteamSpy. No official figures from the publisher.

Marvel’s Spider-Man: Miles Morales (Insomniac Games, Sony Interactive Entertainment)

Platforms: PlayStation 5, PlayStation 4.

Sales: Unknown for now. Should be quite impressive.

Nioh 2 (Team Ninja, Koei Tecmo/Sony Interactive Entertainment)

Platforms: PlayStation 4.

Sales: At least 1.2 million copies shipped + downloaded as of October.

And with that, thus concludes my 2020 Year-in-Review! Thank you *so* much to everyone who stopped by to read this coverage or throughout the year. It was a historic one for Working Casual, with both views and visitors nearly doubling since 2019. I’m honored that so many people would take the time to read my site or chat with me about the topics I love.

What were your favorite games? Biggest surprises? Double back to the megathread for all coverage of this year’s awards, then feel free to drop a comment here or on social media on your reactions. Have a great new year!

Sources: Company Websites, Press Kits, Twitter & Investor Relations.

Disclaimer: Codes were provided by publishers for Assassin’s Creed: Valhalla, Immortals Fenyx Rising and Ori and the Will of the Wisps.

-Dom

2020 Year-in-Review: Independent Studios of the Year

This is one of my favorite articles to write in recent years, showcasing the very best of independent gaming and the people behind the projects.

When covering games and tech, there tends to be a focus on the bigger players. Especially here when I analyze the business side. Yet the industry is so much more these days, with many of the most amazing experiences coming from smaller teams that aren’t owned by major publishers. Some of them even self-publish, a risky and admirable venture in today’s landscape.

This is their much-deserved moment, on the most prestigious list of all if I may. Congrats to everyone, on the list and otherwise, who worked hard to produce and publish their indie titles amidst everything the year tried to stop it. You are among the best, most talented creators and it’s a honor to play your games.

Here goes, in descending order until we arrive at Studio of the Year!

Kinetic Games

Out of all the teams on this most distinguished of lists, Kinetic Games is unique. It’s really just one person: Daniel aka Dknighter. From what I gather, he’s a 24-year old solo dev from the United Kingdom. I don’t even know if there’s a logo or branding. He released his first game into Early Access on Steam this year. That would be Phasmophobia, a four-player co-op ghost hunting jaunt into the dark corners of horror locales such as a creepy houses, deserted hospitals and abandoned prisons. Think the show Ghost Hunters, except way more immersive. And scary.

There’s a lot of super innovative ideas in Phasmophobia. It’s less about jump scares and more the overall aesthetic and environment that’s spooky. It uses a sanity meter, where the wrong choices can result in zero sanity where spirits become aggressive. Its ghosts are procedural, meaning they don’t have a set shape, form or characteristics. Each run is unique. There’s detective work involved, where even talking to your fellow hunters on the microphone or interacting with the environment can trigger a reaction from apparitions. There’s a more “hands off” role for people who aren’t keen on going hunting yet still want to assist their friends. Plus, it supports virtual reality. Why anyone would want to play a horror game in VR is beyond me, but it’s possible. It’s nowhere near the typical horror game, combining a ton of clever systems, which is the reason for its rise to popularity in 2020.

Asobo Studio

I didn’t think it was possible for France’s Asobo Studio to repeat on this annual list of the best indie teams. Then they made Microsoft Flight Simulator. In a stark contrast to their 2019 original game A Plague Tale: Innocence, the classic flight sim is a return for the franchise that had its start way back in 1982. I mean, that predates Windows OS itself. It used to be a pillar of the PC gaming community for decades and hadn’t seen a new release since 2006!

The technology, design acumen and scope of the latest Microsoft Flight Simulator is astounding. It’s a gorgeous 4K resolution. It leverages Microsoft’s Azure to render 3D representations. Pulls in from Bing Maps to create in-game assets, which means it reacts to the world and how different locales change. 37 thousand airports. A couple million cities. At least 20 different aircraft. Realistic piloting mechanics. Asobo even recently introduced a virtual reality mode. Attracting over a million players within weeks of release in August, it’s the fastest-selling game in the series and ended up as a safe way to get one’s travel fix during the pandemic.

Thunder Lotus Games

Based in Montreal, Thunder Lotus made one of the most emotional indies I played all year in Spiritfarer, a management simulator about spending time with loved ones, facing death and moving into the afterlife. As the player takes the role as the new ferry-master to the great beyond, the game blends painterly artwork, traditional simulation mechanics like building up a boat, harvesting, growing, feeding and crafting with a narrative about spirits one must shepherd towards their ultimate passing. Every interaction feels meaningful, and each map location ties into a story of one of the animal spirits met along the way.

Past projects from the team of around two dozen employees include Sundered and Jotun, yet Spiritfarer is their true breakout. Mainly because of its subject matter and intense sense of togetherness in a year where that was near impossible in real life. Something as simple as a hug between two characters felt like a momentous occasion, and I haven’t encountered a mix of bittersweet joy and sadness as much as the final moments alongside a character meeting their maker. It’s exceptional.

Young Horses Games

Bunger Bunger Bunger Bunger. What the heck am I talking about, you say? Bugsnax, of course! A hilarious collectathon puzzler about part-bug part-snack creatures. Made by Young Horses, a team of less than a dozen folks based out of Chicago, it was the most eye-catching and innovative of all PlayStation 5 launch titles. Led by CEO Phil Tibitoski, the studio previously known for Octodad: Dadliest Catch has now solidified itself as the maker of humorous, puzzle-based games with a ton of heart.

Funny thing is, Bugsnax may look cartoonish and light, which it is at times, yet there’s an underlying unease and tension as the player learns more about the inhabitants of Snaktooth Island both character and snack. What stuck with me as much as the clever creature designs, such as the aforementioned burger-beetle named Bunger, was the realistic depiction of relationships between islanders in the community. These folks have histories and dramas, current or lost loves, and it culminates in one of the most unexpected finales of the year. I imagine we’ll be talkin’ Bugsnax as an indie darling throughout this entire console generation.

Moon Studios

Fully remote indie developer Moon Studios followed up its 2015 instant indie classic Ori and the Blind Forest with yet another amazing game last year, the sequel Ori and the Will of the Wisps. It’s not often that the follow-up to a great project can both continue its story and mechanics well then improve on them in almost every single way. That’s what Moon did with 2D action metroidvania Will of the Wisps, as I wrote extensively in my review, one of the top games of 2020.

Its backdrop is a similar dreamlike aesthetic of the Forest, the art team really outdid themselves again, with the similar main character Ori and even higher stakes this time. Platforming is as smooth and pinpoint as ever, while combat is overhauled for the better with a variety of new abilities plus a slotting system of different traits to tailor one’s playstyle. There’s a new quest approach, opening up the map to possibilities and side content. Minus a somewhat tropey main villain, Will of the Wisps defines what a sequel should be and made for a most memorable of adventures.

Mediatonic

Flash back to August 2020. Couldn’t go a day without everyone talking about the latest phenomenon of the battle royale genre, this little old game with a clever twist. Fall Guys: Ultimate Knockout immediately dominated headlines for the entire month when it launched on PlayStation 4, via PlayStation Plus, and Windows PC. The competitive, physics-based platformer royale from Mediatonic, a London-based team with a history of making flash games and Murder by Numbers, found its groove with Fall Guys, hitting the 10 million units sold mark on Steam alone within a couple months.

While it didn’t necessarily have the longest of legs, mainly due to the next entry on this list, its moment was massive. Gameplay is simple, random and somehow elegant at the same time, effectively a fierce party game with its variety of stages and game modes. It provides a sense of progression via a free battle pass and its round-based approach. Plus there’s nothing quite like grabbing that crown to become the winner. Mediatonic proved there’s room for new ideas, and hilarious hijinks, in an over-saturated genre.

InnerSloth

Three Developers! One Communications Director! That’s the team behind Among Us, only one of the biggest multiplayer movements out right now. And it’s not even a 2020 game, technically. Forest Willard, Marcus Bromander (totally dope name), Amy Liu and Victoria Tran are responsible for one of gaming’s wildest stories in 2020, the resurgence of a 2D co-op/competitive spy game from 2018 about shipmates trying to get stuff done while some members are undercover imposters intent on wiping out the crew. (Like, you know your game is big when politicians are playing it online!)

Its gameplay is straightforward enough, centered around movement and completing tasks via puzzles. Genius arises in the interaction between people, making decisions on how to deceive or reveal the truth, convincing others that you aren’t the killer when you really are, that makes it special most notably in the streaming community. InnerSloth’s creation won best multiplayer game at The Game Awards recently, beating out the likes of Animal Crossing and Call of Duty, plus the much-deserved recognition here for the team’s brilliant idea and sound execution. These folks aren’t sus at all.

Supergiant Games

And finally, the indie Studio of the Year is none other than Supergiant Games. It’s impossible to talk the year in gaming without mentioning Hades. Honestly, a game about continually trying to escape Hell defines 2020. It’s simply one of the best roguelike, dungeon crawlers ever made. Want to know how I’m so sure? Because I love it, and I’m notorious for being sour on these genres.

Part of what makes Hades special is its journey. How it began in Early Access, transformed with feedback from the community and launched in peak form in September. Players take the role of Hades’ son Zagreus in his attempts to fight out of the underworld in order to learn more about his family legacy. Its action combat is exquisite. Weapon variety is great. All the mythical gods and personalities are here, many offering assistance in the form of boons that change how each run plays out. Then there’s the most important part, and that’s the persistent story progression. It’s self-referential, acknowledging Zagreus’ continued struggles when characters talk and react to the player’s actions. I’ll gush more about it during my Game of the Year article, suffice to say it’s a must-see of 2020.

Lastly, a special shout out to Supergiant for its company culture. Based on interviews, there isn’t a lot of turnover on the team. Many of the same people have been there throughout its release of critical standouts Bastion (way back in 2011), Transistor and Pyre. There’s zero crunch. Instead of mandatory overtime, there’s mandated vacations. Everyone checks out of work communication for the weekend on Friday afternoon. This is the type of studio environment I want to reward in this setting, not to mention how the result is an incredible game like Hades. It’s a model for studios everywhere, no matter the size.

There’s another list of awards complete. Thanks again for taking the time to stop by as I shout out the best of the indie space in 2020. Plenty more back at the Year-in-Review megathread, including the upcoming, historic Game of the Year awards. Until then!

Sources: AIAS Game Maker’s Notebook Podcast, Company Websites, Press Kits & Twitter, Xbox Wire.

-Dom

2020 Year-in-Review: Five Most Impressive Gaming Companies

Behind all the numbers and corporate speak, companies are people. And it’s those people that worked hard to design, create, polish, quality check, publish and distribute hardware, games, products and services during a tumultuous year that was 2020.

This category is meant to celebrate the teams of hard-working folks at companies with the most impressive lineups or multitude of successes. Later categories will focus on smaller, indie studios and publishers. This is reserved for the stand-out performers, often publicly-traded. We’ll hit all segments of the industry with the Year-in-Review.

No time to waste, right into the awards!

Activision Blizzard, Inc (United States)

While I don’t always agree with its business practices or monetization strategies, there’s no denying the sheer output of Activision Blizzard during 2020. Between new ventures in owned franchises, integration across Call of Duty titles plus the reintroduction of beloved catalog titles, its teams delivered multiple launches amidst the work-from-home demand of the coronavirus pandemic.

The internal teams Treyarch Studios and Infinity Ward collaborating to integrate last year’s excellent Call of Duty: Modern Warfare and Warzone free-to-play battle royale with November’s Call of Duty: Black Ops Cold War was a massive, if not ludicrous, undertaking. Then, put out continuous free updates with its seasonal content model, delivering new maps, weapons and a battle pass every few months. As of now, there’s both cross-play and cross-progression across these titles, nearly everything accessible to players on various platforms. The franchise overall reached $3 billion in net bookings during the 12 months ending December, proving upside of this adjusted business model.

Not to mention, finally, its Activision unit dug into the vaults of its storied IP library to produce Tony Hawk’s Pro Skater 1+2, a remade collection of two skating classics by Vicarious Visions, then a new entry in a long-running series: Toys for Bob’s Crash Bandicoot 4: It’s About Time. Fans have been calling for the company to leverage its back catalog for a long time, so these decisions should satisfy.

Blizzard’s output has been notably lower the past couple years, with Overwatch 2 and Diablo IV in the pipeline. Yet it still released a new expansion in the World of Warcraft legacy called Shadowlands, a release that moved 3.7 million copies in a single day to briefly achieved the fastest-selling PC launch ever back in late November (before CD Projekt’s Cyberpunk 2077 broke its record shortly after). Blizzard’s even received positive early impressions for mobile game Diablo Immortal!

Oh, speaking of mobile. There’s King, one of the most consistent labels within the field. It was mainly about consistent output this year across all three sub-divisions of the American publisher, and its teams deserve a shout out for delivering on these tight deadlines.

Microsoft Corp (United States)

As you’ll see here and a bit later, it’s time to celebrate the people behind the start of a new generation. That’s the main reason why Microsoft and its Xbox staff members easily make the cut. Those who worked through a pandemic to design, engineer, produce, market and ultimately distribute the Xbox Series X|S family.

Project Scarlett, as it was once dubbed, had a formal reveal late in 2019 as the Xbox Series X, and then 2020 happened. Team Xbox had to shift to a more virtual campaign for rolling out, plus deal with the delay of its flagship title Halo: Infinite. They successfully completed this effort in November at the launch of not only the higher-end Series X but the entry level, digital-only Series S as well.

Even without something at the scope of Halo, Xbox platforms saw plenty of worthwhile games and allowed smaller projects to shine. Ori and the Will of the Wisps from Moon Studios is one of the year’s most exceptional. Obsidian Entertainment’s Grounded attracted 5 million players to date and introduced clever new ideas in accessibility. Microsoft Flight Simulator from Asobo Studio reinvigorated a beloved, dormant franchise. It was one of the highest-rated games of 2020, just recently surpassing 2 million players.

Gears Tactics, Call of the Sea, Battletoads, Tell Me Why and Wasteland 3 rounded out the year’s lineup of games on Xbox. Shoot, Microsoft even somehow nabbed the local console launch of Phantasy Star Online 2. While perhaps lacking in triple-A experiences, there was plenty to enjoy.

Shortly before the new consoles, it updated the Project xCloud branding to Xbox Cloud Gaming and launched a formal beta alongside Xbox Game Pass Ultimate in September. It’s now available across 22 countries, with at least four more planned in the future. It’s a compliment to the traditional delivery model, meant to propagate the idea of ecosystem and connection. And it’s a damn fine service from personal experience.

Then there’s the continued growth and appeal of Xbox Game Pass, which snagged a partnership with Electronic Arts’ EA Play membership service as a way to expand its catalog. Recent rumors point to the potential inclusion of Ubisoft games, too. At last count, Game Pass had 15 million paid subscribers, up from 10 million earlier in 2020.

Lastly, in perhaps the biggest news drop of the year for the company and even gaming overall, Microsoft announced the purchase of ZeniMax in September for $7.5 billion. This is the parent company of the historic Bethesda Softworks, home to a number of development teams behind long-running franchises like Fallout, DOOM, Elder Scrolls, Wolfenstein, Dishonored among others. The upside of these games being exclusive to Xbox platforms, or at least having content exclusive to them, is massive. Like, industry-changing massive.

Microsoft’s annual gaming revenue exceeded $12 billion for the first time ever as of its quarter ending in September. While 2020 was light in the major exclusive department, it did feature two new consoles, a major studio acquisition and an expansion of its services. It’s laying the foundation for the upcoming decade, heavily investing in ecosystem in a more holistic approach than competitors.

Nintendo Co Ltd (Japan)

Yep. Nintendo is back on the annual list. During a year where its flagship game ended up being an Animal Crossing, not necessarily the biggest of sellers historically, and competitors debuted shiny new consoles, the Japanese developer and publisher was consistent in sales, output and quirky innovation, leading to its Switch hybrid hitting multiple milestones as the year’s most sought after hardware.

Steadfastness and fun, that’s Nintendo.

Animal Crossing: New Horizons was the headline-grabber here in 2020. The cute, animated life simulator’s launch in March coincided with the start of quarantine, a somewhat bittersweet serendipity that led to it achieving the fastest-selling launch ever for a Switch title at 11 million copies in under two weeks. It exceeded the *lifetime* sales of all other games in the series within 11 days. Then 13 million in 6 weeks.

Since then, it’s moved over a staggering 26 million units to date, already making it the second best seller on Switch behind only Mario Kart 8 Deluxe (a game in itself that saw exceptional momentum last year). Beyond the sales stats, it’s the single Nintendo-published game that served as a virtual safe haven for people to meet and hang out while the pandemic kept them physically distant.

It wasn’t the only notable software from Nintendo during 2020, even if the schedule was lighter than past years on big exclusives. Paper Mario: The Origami King is one of the most joyful and heartfelt games of the year, even if overlooked by general consensus. Its Hyrule Warriors: Age of Calamity collaboration with Koei Tecmo was a surprise critical darling, a musou prequel to The Legend of Zelda: Breath of the Wild. Remakes of older titles like Pokémon Mystery Dungeon: Rescue Team DX and Pikmin 3 Deluxe strengthened its annual lineup.

Then there’s the celebration of Mario’s 35th anniversary, where Nintendo launched a bevy of products related to the plumber’s birthday. Super Mario 3D All-Stars brought three prior gen games to Switch, even if underwhelming in their lack of modernization. Free to download Super Mario Bros. 35 pitted almost three dozen players at a time in a sort of Mario Royale competition. Mario Kart Live: Home Circuit continues in the company’s tradition of innovation, as a live version of the cart-racer. Game & Watch: Super Mario Bros. was the next entry in the collectible type of physical consoles. While I don’t like how some of these are only available for a limited time where the end happens to coincide with Nintendo’s fiscal year end, seeing them acknowledge the anniversary with such fervor was welcome in a difficult year.

Of course there’s the story of how Switch hardware continued to sell gangbusters and set records along the way. It reached 68.3 million units in September, vaulting past Super NES, Xbox One and the original Nintendo Entertainment System (NES) all during 2020. It was the best-selling in the U.S. by units during the coveted November time slot at 1.3 million units, outpacing the shorter supply of the PlayStation 5 and Xbox Series X|S. This marked a record 24 straight months atop the monthly hardware chart by retail unit sales.

All of this led to another stellar year for Nintendo, commercially and generally critically. Its financial situation hasn’t been this solid since 2009, measured by both revenue and operating profit. While it didn’t reveal much in the way of titles like the sequel to The Legend of Zelda: Breath of the Wild, Metroid Prime 4 or Bayonetta 3 last year, as long as Switch is in supply and the team consistently produces quality releases in its own special way, it will likely be a repeat in 2021.

NVIDIA Corporation (United States)

As far as higher-end PC gaming goes, NVIDIA was the backbone of 2020.

Its recognition here stems from the introduction of its latest line of graphics cards, the GeForce RTX 3000 series, plus continued success of its GeForce Now streaming service and a monumental acquisition deal.

The difference in its RTX 3000 card series compared to prior generations is real-time ray-tracing, a fancy way of saying “really cool lighting” techniques that happen while playing which make light sources, reflections and shadows pop when implemented correctly.

I won’t get bogged down in the tech nitty gritty here, there are other sites for that. Suffice to say these graphics cards built on its new Ampere architecture set the standard for performance across the mid and top end of the market. The beefy RTX 3090 and 3080 GPUs debuted in September, then RTX 3070 started in October. December brought the more affordable RTX 3060 Ti.

Critical consensus during reviews was outstanding. The series was lauded for advancements in 4K resolution, Deep Learning Super Sampling (DLSS) to boost frame rate performance and general ray-tracing capabilities. The tough part unfortunately was supply to the market, no doubt impacted by manufacturer yield issues, availability of parts and the pandemic at large. Even with the staggered schedule, scalpers and bots were usually first to order leaving regular consumers either without cards or resorting to secondary sources. Good news is sky-high demand. The tough part is the company said stock will increase next year, though it may take a few months, and scalpers will still be there.

In another major launch for NVIDIA, it formally kicked off its public beta for game streaming service GeForce Now back in February across North America and Europe. It’s really cool tech from the sound of things, though I haven’t tried it myself. Supports cloud gaming on laptop, PC, Mac, SHIELD TV and even Android phones or tablets. What’s nice is it connects to existing library on certain storefronts, although certain publishers have blocked using it with their games. Once NVIDIA figures out incentive to get publishers on board and launch in more territories, it could very well be the ideal option for cloud gaming.

Beyond its latest set of graphics cards and streaming offering, NVIDIA’s RTX technology suite is pushing audio, recording and streaming advancements too. Its RTX Voice feature beta started in April 2020, a module used to improve sound quality when using one’s PC for calls. This was then replaced by Broadcast app during the Fall, which featured new functionality for noise removal and virtual background while streaming.

Oh. There’s also the groundbreaking deal where NVIDIA announced its intention to purchase ARM from SoftBank for $40 billion in cash and stock. ARM is a major player in processors and intelligent computing, which would lead to a combined entity pushing research into artificial intelligence and super-computing. It’s expected to close within the next year or so, though certain investors have speculated it might be blocked by regulators in the United Kingdom. If it does go through, it’s a significant deal within the tech and computing industries.

Back in September, NVIDIA said it set records for quarterly revenue and profits. Sales jumped 57% year-on-year. Its share price reflects the ongoing financial success, more than doubling in 2020. If the American graphics card and chip maker can ensure supply of its latest product suite and close on its ARM deal, 2021 could be another historic year.

Sony Corp (Japan)

Our final entry in the list of impressive companies in 2020 is none other than Sony. Of course. PlayStation 4 achieved new sales records. PlayStation 5 became a huge (quite literally), landmark tech product. Its laundry list of exciting new games offerings both book-ended a generation and set the stage for this future one, with advancements in narrative, performance and accessibility options. The gaming teams at Sony continue to set the industry benchmark for both hardware and software, and deserve recognition for doing all of this during one of the most difficult times in modern history.

The Japanese consumer tech conglomerate started the year with the reveal of the PlayStation 5 logo, then dove into more about its new generation box and its brand new DualSense controller throughout the year.

At the same time, PlayStation 4 continued its commercial success. The second best-selling home console ever maintained decent enough momentum in its final year, reaching nearly 114 million in units shipped as of October. Bolstered by third-party exclusives like Final Fantasy 7 Remake, Persona 5 Royal and Nioh 2 in addition to flagship first-party titles like The Last of Us Part II and Ghost of Tsushima alike. Many of which are mainstays on year-end award lists and, more importantly, internal teams like Naughty Dog worked to set a new gold standard for accessibility features.

Then comes November, the PlayStation 5 launch. It was a big one, literally and figuratively. Sony’s approach is more towards defining the new generation with a new form factor, revamped controller and select games solely for the latest box as opposed to the fully backwards compatible strategy of its main competitor. Admittedly Sony acknowledges that it can’t ignore the millions and millions of PS4 owners, so there are plenty of cross-gen games. Even if its messaging was murky.

Headlined by Insomniac Games’ Marvel’s Spider-Man: Miles Morales and Demon’s Souls from Bluepoint Games/Japan Studio, the PS5 launch lineup was smartly supplemented by joyful surprises like Asobi Team’s Astro’s Playroom and The Pathless by Giant Squid. As part of Sony’s shift towards cross-generational consistency, it also offered a suite of legacy games via the PlayStation Plus Collection to PS5 buyers.

This dedication to exclusive software and new feature sets plus a competitive price led to PS5 being the fastest-selling global launch in brand history, beating out its predecessor. Sony didn’t said by how much at the time. A recent report suggests that the first four weeks reached 3.4 million consoles shipped. (Unofficial for the time being.) Domestically in the States, NPD Group said PS5 achieved the highest launch sales of any console in tracked history during November as measured by both units and dollars, again besting the PS4.

While services like PlayStation Now are somewhat lagging and the future of its virtual reality program is up in the air, Sony’s late PS4 support and movement into the new generation with PS5 marked a transitional year during which it consistently delivered memorable experiences and solid sales results. Out of the five companies on the list, it probably has the most upside for 2021.

Here we are at the end of yet another 2020 Year-in-Review piece. Check back to the megapost for more. Be safe, all!

Sources: Company Investor & Media Sites, Digitimes, NPD Group.

-Dom

2020 Year-in-Review: Biggest Trends in Gaming, Tech & Media

Year-in-Review is here!

Across gaming, technology and media, 2020 both continued major trends from last year and introduced select new ones, most notably around how people consume entertainment and work together during a global pandemic.

Some are common across all, such as digital distribution, streaming platforms and direct-to-home content delivery systems gaining steam this year. Consolidation continued with mergers and acquisitions both big and small, changing the way these industries look. Mobile gaming reached new records, plus targeted a more core audience via traditional genres and gameplay systems.

Then there’s the new or unique, in a year during which two major video game console manufacturers somehow launched new products. Game developers worked in even more difficult circumstances to finish projects in time for ship date. Similarly, 2020 brought ongoing reports of difficult workplace conditions, whether due to sexual harassment or “crunch” culture.

On the media side, topics of political policy, privacy matters and general regulation for social media platforms. Within technology, remote work and virtual collaboration redefined how people work, likely forever.

Let’s now dig into the biggest trends of 2020!

Digital, On-Demand, Streaming & Cloud Everywhere

The transition to digital as the primary distribution platform, whether in gaming or otherwise, is essentially complete with the surge of online storefronts and streaming services that deliver entertainment direct to folks in their homes or wherever on their devices. This was inevitable in my opinion, comparable to the music industry, though perhaps accelerated by the coronavirus pandemic quarantining millions upon millions of (often bored) people.

In particular, 2020 will be remembered as the time where film distributors embraced the direct-to-home model, with major releases such as Universal Pictures’ Trolls World Tour, Disney’s Mulan and WB’s Wonder Woman 1984 all hitting on-demand services simultaneously as their theatrical debuts. This is a tectonic shift within an industry historically reluctant to move away from its traditions.

Comparatively, this model is now solidified within gaming. Xbox Game Pass is the best value around, now with beta access to its Cloud Streaming in select areas. Sony supplemented its PlayStation Plus and PS Now offering with a PlayStation 5 PlayStation Plus Collection catalog. Google Stadia, while not the most popular, is still active and attempting to attract an audience. Amazon introduced Luna, an intriguing new cloud player that will support “gaming channels” with Ubisoft already on board. NVIDIA’s GeForce Now is a go-to cloud technology for PC gamers. Steam and GOG, to name a few, are well-established online storefronts.

The games industry generated at least $175 billion in sales during 2020 according to Newzoo, an increase of 20% year-on-year. A staggering 91% of this is digital sources. It’s to the point where every major media or gaming company seemingly has or supports digital platforms, cloud streaming services or a combination of both. Taking advantage of the ability to reach people on whatever device they want to use. Oh, and the ongoing subscription revenue doesn’t hurt either.

The Next Game Console Generation Begins

Even as I write this, more than a month out from release, I’m still shocked that teams at both Microsoft and Sony were able to successfully launch new gaming consoles in the year that was 2020.

But that’s just what they did. And they deserve eternal kudos for it, considering the type of year it was. The Xbox Series X|S and PlayStation 5 debuted during the same week in November, each with its own distinct strategy to entice people to upgrade to the newest generation of gaming hardware.

Microsoft has expanded its Xbox brand to encompass all of its gaming ventures across console, computers and mobile, so it pushed a multi-tiered product launch with Xbox Series X at the upper end then the entry level-priced Xbox Series S to hit both ends of the market. Xbox overall is now about ecosystem, with its push towards a library of games via Xbox Game Pass and backwards compatibility across software and accessories. Even without a major exclusive like the delayed Halo: Infinite, Xbox Series X|S still boasted the most successful commercial launch in brand history.

Sony’s bread and butter is the core audience, thus its more traditional approach with a bevy of new software titles coinciding with the PlayStation 5’s start. Even if one of them was a shorter “expandalone” in Marvel’s Spider-Man: Miles Morales and another was a remake in Demon’s Souls, Sony fans (and scalpers alike, unfortunately) came out in droves to scoop up the new hardware. Sony said demand for PS5 was “unprecedented,” resulting in the fastest-selling global console launch in history. It also set a new record domestically for launch month dollar and unit sales, outpacing its predecessor in both instances.

This is really just the start for both boxes, notably in short supply during this holiday season. While production will ramp up in 2021, software offerings will as well. It’s an exciting time to be a console owner, or someone that covers the industry to see where sales and consensus go in the future.

Toxic Workplace Environments & Crunch Culture

This important and timely topic deserves an article unto itself, and it’s a trend I hope will ease in the future. It’s not exclusive to gaming by any means, though 2020 brought with it several high profile releases from some of the industry’s most notoriously difficult workplaces, which is why it’s currently front-of-mind. (As it really should be always.)

“Crunch” culture is a part of game development, like many other workplaces. Where people labor for long hours, even weekends, leading up to the completion of a project. It’s the type of tricky situation that impacts both physical and mental well-being yet is hard to avoid for many, since it’s so embedded, so the trend of reporting on this from media outlets is welcome. Places like Take-Two’s Rockstar Games, Sony’s Naughty Dog, Ubisoft and CD Projekt Red plastered the headlines as current and former employees spoke about what it’s like to work under these kinds of conditions.

The latest of these is CD Projekt Red and its downright ugly release of Cyberpunk 2077 this month, a game that was clearly rushed to meet financial deadlines as I posited in my recent piece. This was after executives said there wouldn’t be mandatory crunch. Management held an internal Q&A session shortly after launch, proving that it should have opened feedback loops well before then for its employees. (I’ll note that CD Projekt is fairly compensating employees for their hard work. Rightfully so.)

Similarly, Ubisoft was in the spotlight due to accusations of sexual harassment and general misconduct at certain of its global studios. Back during the summer, multiple people at the company raised abuse or harassment allegations towards fellow employees or even management. One of these resulted in the removal of former Chief Creative Office Serge Hascoët, another the firing of Assassin’s Creed: Valhalla original director Ashraf Ismail. Since then, CEO Yves Guillemot outlined a plan to address this sort of workplace toxicity. It’s yet to be seen if anything major will come of this, however getting rid of the worst offenders is a good start.

Record-Breaking Mobile Game Revenue

Mobile remained the hottest category in its industry last year, as it accounted for nearly half of the yearly global games market at a staggering $86 billion. An increase of almost 26% since 2019.

Leading the charge was a set of five titles each with more than $1 billion in sales, which is a record number for a single year. Two games published by Chinese tech and social media conglomerate Tencent topped the list, with PUBG Mobile at $2.6 billion then Honor of Kings eclipsing $2.5 billion.

Former cultural phenomenon Pokémon GO is still at it, clearing over $1.2 billion in sales. This makes 2020 its best year ever, bolstered by changes made to accommodate stay-at-home restrictions. Rounding out the billion-makers are Coin Master and Roblox, each with an impressive $1.1 billion.

In addition to these big money-makers, 2020 marked a time where mobile publishers continued to combine the model with more traditional gameplay mechanics. The highest profile of these was Genshin Impact, an open world action RPG from China’s miHoYo that’s generated almost $400 million within only two months of launch. Ubisoft’s Tom Clancy’s Elite Squad followed in the steps of Call of Duty: Mobile when it launched back in August, offering a first-person shooter experience comparable to console play on the go. There’s big money in mobile, especially if it can appeal to both casual and console/PC type audiences.

Push for Accessibility Features in Games

As someone who plays with inverted camera controls and often leverages subtitles, this trend is an especially important one. I’m thankful that creators are moving in a direction toward accessibility and inclusion, to where the industry and media at large are celebrating it.

This is a multi-step effort, one driven intrinsically by developers making games easier to play for people of all types, especially those that may have disabilities or other challenges. Flexible settings, camera controls, button mapping or even custom controllers, deaf/hard of hearing considerations, choices for those lacking motor skills, blind/low vision/colorblind filters. Basically, the more varied and considerable the options, the better.

Then, the industry overall is finally signal-boosting accessibility more by rewarding projects with the best options. This culminates in efforts like AbleGamers, Can I Play That, Steve Saylor (Blind Gamer) and award ceremonies specifically dedicated to these extremely important, I’d argue essential, features.

AbleGamers hosted its first annual Video Game Accessibility Awards in 2020. Both The Game Awards and entertainment outlets like IGN highlighted games like The Last of Us II, Grounded (boasting a genius filter to combat arachnophobia), Ghost of Tsushima, Fuser, Watch Dogs: Legion and HyperDot, all of which are setting the bar. One that I hope all creators hope to achieve.

Consolidation, Mergers & Acquisitions

It’s an ongoing move within a variety of spaces, though some of the biggest acquisition deals in gaming and technology took place during the last twelve months. And it’s not just the top-end, massive deals. Many smaller teams were picked up by the mid-tier of publishers, in particular the likes of Embracer Group, Zynga and Enad Global 7 (EG7).

Within technology, the big news makers were of course NVIDIA, AMD and Salesforce. NVIDIA’s purchase of Arm hit a whopping $40 billion in deal value, the biggest in the tech industry this year. Just behind that was AMD grabbing fellow semi-conductor manufacturer Xilinx for $35 billion, while Salesforce’s purchase of communication software firm Slack Technologies hit upwards of nearly $28 billion.

Within gaming, the hottest deal was Microsoft’s $7.5 billion acquisition of Bethesda parent company ZeniMax. It’s an industry-shaking event, where future Bethesda output like Starfield and the next Elder Scrolls project could very well end up exclusive to Xbox platforms. Within China’s local streaming scene, Huya and DouYu have a $6 billion merger planned for mid-2021 (where the resulting entity will naturally be majority owned by Tencent). Then there’s Electronic Arts making a $1.2 billion offer for racing developer Codemasters, outbidding fellow American publisher Take-Two Interactive.

Swedish publisher EG7 announced the purchase of a few notable teams including Daybreak, Zynga is taking over smaller mobile developers plus Embracer Group (THQ Nordic) is buying.. well, literally dozens of development studios or smaller independent companies.

After a super active 2020, will the pace slow down next year? Will Sony or Nintendo partake? Let’s just say I don’t see consolidation going anywhere, anytime soon.

Social Media Politics & Government Regulation

It was an election year in the U.S., one of the most significant in recent history I’d say. Which means social media took center stage in terms of discourse and advertising. This led lead players like Facebook and Twitter in attempts to both earn integrity and stop the spread of misinformation by instituting practices such as removing bad accounts, moderating posts and comments plus flagging threads that had questionable claims. Others like YouTube took a less proactive approach, opting to react to political outcomes after the fact.

Then there’s the similar theme around the U.S. government’s Federal Communications Commission (FCC) and Section 230 law, which in the past has allowed social media and modern tech companies to essentially avoid accountability when it comes to the content produced on their platforms. This stemmed from Facebook and Twitter restricting a NY Post story on now President-Elect Joe Biden.

Now the question becomes, where will Section 230 and responsibility of social media companies go under a new administration? It sounds like Biden opposes the law, though it isn’t clear what will happen if it’s adjusted or even repealed. Would self-regulation be better? I don’t know if that’s an effective option, since it wholly depends on media companies acting against their own self-interest of maintaining freedom of speech and keeping active users. Yet there’s also the responsibility to keep platforms clean of lies. There may not be a perfect outcome.

Remote Work & Virtual Collaboration in Technology

In terms of general technology trends this past year, the ramp-ups in remote working, artificial intelligence and the movement towards automation all defined 2020. These are all areas expedited by how companies operate during a global pandemic, which challenged the traditional model of office work and manual processes.

For those companies with the capabilities, remote work increased during the early days of the pandemic in March and April. For those without, they had to put them in place. Quickly. There’s the initial challenge of getting basic tech to workers, maintaining security at home, collaborating virtually and balancing family life outside of the office.

Flexibility in workspace proved to be a key topic across the tech landscape. Back in July, Google made a major decision on virtual working: Employees have the option to work from home until July 2021. During October, Microsoft announced that employees with the option to do so can stay home permanently, as part of its focus on both location and workweek hours.

Among many other things that 2020 changed, where and how people work is one of the most significant. You might even be reading this while working in your home office or bedroom, getting ready for a video call or virtual meeting. It’s my thought that this will become the norm, the pandemic was merely a catalyst.

There we have it: The biggest trends of 2020 completed. Which ones caught your eye? Any others you’d point out? Check back to the megathread for more Year-in-Review content. Thanks for stopping by!

Sources: Andrew Neel (Photo), Bloomberg, GamesIndustry.Biz, Kotaku, Microsoft Blog, Newzoo, NPD Group, Sam Pak (Photo), Sensor Tower, Sony Interactive Entertainment, Ubisoft Entertainment, Xbox Wire.

-Dom

2020 Year-in-Review Megapost Is Finally Here

It’s almost over.

The year unlike any other that was 2020 is, finally, coming to an end. To say it’s been a challenging, newsworthy one is an understatement.

While a tragic global pandemic, the voice of Black Lives Matter supporters and a major presidential election in the United States made headlines broadly, the games industry, modern media and new technology served as a much-needed distraction from the often disaster that was daily life.

And it turned out to be a historic one, especially for the games industry. A brand new console generation, Nintendo’s commercial success, the continued rise of digital distribution, cloud and streaming services, visibility of independent creators, questions around workplace culture and underdeveloped projects plus continued advancement in mobile titles blurring the line between tradition and future defined a tumultuous yet successful year for many.

This mega-thread will serve as the nexus for Working Casual’s year-end coverage across these various industries and topics. Over the course of the next week, I’ll be tackling the biggest 2020 has to offer. Trends, companies, indie teams and, of course, the best video games of 2020.

Here are the categories:

Working Casual 2020 Year-in-Review:

Biggest Trends in Gaming, Tech & Media

Five Most Impressive Gaming Companies

Independent Studios of the Year

Dom’s Top 10 Games of the Year

Check back often to see the links to new posts, and feel free to comment here or on social media once they are up. Wishing a safe and healthy holiday season to all, especially those on the frontline of the pandemic, and an incredibly Happy New Year!

-Dom