2019 Year-in-Review: Dom’s Top 10 Games of the Year

It’s the most wonderful time of the year.

Forget the holidays. It’s Game of the Year season!

In what’s become an annual tradition here, the very last post of my year-in-review is a prestigious list of the best games I played in 2019. These defined the year for me, which truly was an especially important one personally and for the site as I started writing more in the way of official reviews and impressions.

No need for too much of an introduction. These excellent games speak for themselves, so let’s get into the festivities!

Dom’s Top 10 Games of the Year

#10: Remnant: From the Ashes (Gunfire Games, Perfect World Entertainment)

Platforms: PlayStation 4, Xbox One, PC.

Sales: Just recently passed one million copies, according to the studio.

Starting my Top 10 is Remnant: From the Ashes, one of the most surprising games of the entire year after seeing it in passing around E3 live-streams. Gunfire Games’ latest project is a blend of over-the-shoulder combat mechanics with Dark Souls-inspired areas and difficult boss fights. The shooting and melee both pack a serious punch, as one’s created character move through environments like forests and deserts that are curated yet also can be “generated” when starting a new game which adds replay potential. What really sets it apart is its enemy design and loot systems, where figuring out patterns is as enjoyable as building a character and finding cool new gear with which to overcome them.

#9: Call of Duty: Modern Warfare (Infinity Ward, Activision Blizzard)

Platforms: PlayStation 4, Xbox One, PC.

Sales: As usual, Call of Duty was one of the year’s best-selling premium titles. $600 million in three days. To date has $1 billion in global sell-through, which implies ~ 16.5 million copies.

In terms of annual, triple-A releases, I believe there’s none more consistent than the military action game Call of Duty. And Infinity Ward’s latest, a re-imagining of its 2007 classic Call of Duty 4: Modern Warfare, is the best it’s been this generation. Built on a revamped engine, the result is a gritty campaign as memorable for blockbuster moments as its more claustrophobic, personal missions. The competitive multiplayer is grounded, smooth and addictive. The only thing really holding it back from a higher spot is its middling co-op mode.

#8: Control (Remedy Entertainment, 505 Games)

Platforms: PlayStation 4, Xbox One, PC.

Sales: Remedy Entertainment CEO Tero Virtala stated the three year development budget was under €30 million ($34 million) and that the title is “in a good position with steady sales.”

When I reviewed Control in August, I explained what’s so glowing about Remedy’s creepy, third-person action-adventure. Its seemingly everyday corporate setting is elevated by gorgeous art and best-in-class sound design that sets the uneasy mood as a backdrop for its weird albeit occasionally nonsensical narrative. Its attention to detail in world-building, which I argue is just as important as the story progression and fluid combat mechanics, sets it apart compared to most games in its genre. Protagonist Jesse Faden’s journey ends up being overshadowed by the broader scope of what’s happening with the enigmatic government agency around her, and discovering that is the game’s true joy. It also contains one of my favorite sequences in a game this generation in its “Ashtray Maze.” You have to play it to understand.

#7: Star Wars Jedi: Fallen Order (Respawn Entertainment, Electronic Arts)

Platforms: PlayStation 4, Xbox One, PC.

Sales: EA was selective in its stats. Fastest digital launch and best PC launch for the series. In the U.S., NPD Group reported it was the 2nd best seller of November and immediately #9 on the 2019 list to date.

This generation finally has a.. hm, stellar Star Wars game! Respawn Entertainment’s first foray into third-person action games is a damn good one as Jedi: Fallen Order captures what being a skilled, Force-wielding Jedi must feel like. Main character Cal Kestis and his ragtag crew move through stunning environments mimicking those from the films, including the iconic Wookie planet Kashyyyk which is stunningly represented by Respawn’s art team. Inconsistent performance is the main reason why it’s not ranked higher, because its engaging story and satisfying combat elements result in the most memorable experience in a Star Wars game since probably the original Battlefront II way back in ’05.

#6: Outer Wilds (Mobius Digital Games, Annapurna Interactive)

Platforms: PlayStation 4, Xbox One, PC.

Sales: Not disclosed.

Outer Wilds is the type of game where its best features and phenomenal finale stuck with me long after forgetting how tricky it was to actually play. I described what’s so mesmerizing about Mobius Digital’s space exploration experience when I reviewed it. That sense of wonder when first peering out at an unexplored solar system. Acquiring knowledge on an alien civilization to figure out why everything is stuck in a time loop. And I actually like it more now than before after reflecting on why it’s so special. Each 22-minute interval offers something new: a tidbit of information, an excerpt of text, a curious location. All of these provide a sense of progression via information rather than tangible upgrades like a conventional video game. This makes the player feel as if they are the first and only to figure out its secrets, right up until its exceptional ending.

#5: Resident Evil 2 (Capcom R&D Division 1, Capcom)

Platforms: PlayStation 4, Xbox One, PC.

Sales: Currently over 5 million units shipped, slightly outpacing the original release.

As far as remakes go, Capcom absolutely slayed Resident Evil 2. The same way that dual playable characters Leon and Claire do zombies in this modernized version of the 1998 original. It’s set in an eerily beautiful, updated Raccoon City with an over-the-shoulder perspective, revamped puzzles and refined enemy placements. Resident Evil 2 nails the atmosphere and terror of the original yet feels new enough to be suspenseful and unpredictable. Sound work is especially riveting when popping off shots at zombies or evading the constant threat of main villain Mr. X, as Capcom proves that older games in the franchise are far from dead.

#4: The Outer Worlds (Obsidian Entertainment, Take-Two Interactive/Private Division)

Platforms: PlayStation 4, Xbox One, PC. (Nintendo Switch in 2020).

Sales: Nothing specific other than Private Division executives saying on a recent call it is “outperforming expectations handily.”

The other sci-fi game on my list is Obsidian Entertainment’s latest entry in its storied role-playing lineage. Published by Take Two’s Private Division, the first-person game is set in a universe where corporations are in charge. The Outer Worlds boasts an amalgamation of elements such as dialogue options, skill tree upgrades and combat variations that offer multiple ways to play. And not just in the marketing sense, decisions will impact how stories play out. There’s also companion quests a la Mass Effect, offering intimate moments with crew-members. Obsidian’s newest is truly witty and nails its comedic moments, which successfully balances out the darker underpinnings of its universe. Towards its last act, the player learns what’s really going on with its corporate overlords and luckily can amass the power and influence to alter the future of humanity. Depending on their decisions, of course.

#3: Judgment (Ryu Ga Gotoku Studio, Sega)

Platforms: PlayStation 4.

Sales: Held the record for biggest new IP launch in Japan before Death Stranding per Game Data Library. Producer Daisuke Sato noted that its performance is above expectations in the West.

There’s so much to do in Judgment, and I honestly did not expect to love the PlayStation exclusive as much as I did. My review was outright glowing for the Yakuza spin-off from Sega’s Ryu Ga Gotoku team. It’s so many things, yet feels so cohesive. It’s a story about a disgraced detective named Yagami trying to reclaim his honor amidst a backdrop of the fictional Kamurocho district, which offers an open world playground, plenty of characters to meet and secret quests to uncover.

Its main campaign never suffers the myriad of side stories and mini-games; in fact, it’s actually a gripping tale of relationships between government agencies, law enforcement and street gangs that all operate under the bright lights of a vibrant Japanese city. Combat is near flawless, even if far from the only option. Investigations are intriguing and tailing missions aren’t even that bad. It has serious Sleeping Dogs vibes mixed with Yakuza and crime noirs, though somehow maintains its humor with especially wacky character moments. The only crime of which Judgment is guilty is that it’s not on more platforms for a broader audience to enjoy.

#2: A Plague Tale: Innocence (Asobo Studio, Focus Home Interactive)

Platforms: PlayStation 4, Xbox One, PC.

You know it’s a great year when the most memorable of experiences arise from the most unexpected of places. A Plague Tale: Innocence is the definition of such a game, as I described in my favorite review of 2019. Made by French development team Asobo Studio and set in a 14th century version of the country that’s plagued by diseased rats and power-hungry leaders, it’s truly exquisite interactive storytelling. The most emotional time I had with a game all year. It’s a story about a pair of siblings, Amicia and Hugo, confronting loss, fighting challenges, retaining innocence and regaining hopefulness.

It’s more beautiful than it has any right to be based on the studio’s size, and its predominant feature from a tech standpoint is how many plague-ridden rats it can fit on screen. These rodents act as barriers to progressing within each area, along with soldiers from both armies and even the church. As older sister Amicia, the player must solve environmental puzzles and stealth past enemies to avoid detection while keeping track of sickly younger brother Hugo. There’s a crafting system that allows the player to be sneaky or even powerful in late game. Still, the main pull is the narrative. It’s like a medieval novel come to life, one that I can safely recommend to anyone that’s open to trying it. I guarantee its characters and conclusion will leave a lasting impression.

#1: Sekiro: Shadows Die Twice (FromSoftware, Activision Blizzard)

Platforms: PlayStation 4, Xbox One, PC.

Sales: 2 million copies shipped within ten days according to Activision, lifetime total stands at 3.8 million according to FromSoftware’s parent company Kadokawa via friend of the site Daniel Ahmad.

FromSoftware is in the upper echelon of Japanese game developers in that when they make a game, the industry pays attention. Sekiro: Shadows Die Twice is the latest from famed director Hidetaka Miyazaki and his team, and it’s undoubtedly my favorite game of 2019.

I’m a relative late bloomer when it comes to “Souls-like” games as they are now known, a sub-section of games defined by challenging mechanics, lethal enemies, ominous locales and intricate boss battles. FromSoftware is the preeminent developer in this space ever since creating the Demon’s Souls and Dark Souls series, and Bloodborne in 2015 was its first such game that hooked me. I revere that as my favorite PlayStation 4 exclusive. Ever. And I firmly believe Sekiro is just as good.

At its core, Sekiro is third-person action adventure set around 17th century Japan. The player controls Wolf, a one-armed master shinobi, in his effort to rescue his child lord from the same clan of samurai that dismembered him. In typical FromSoftware fashion, it’s so much more than this basic summary. Wolf is the most capable of protagonists in any game within the sub-genre, leveraging stealth tactics and his prosthetic arm for a variety of traversal and combat uses. There’s a “posture” system akin to a stamina bar, where blocking and countering are essential (not to mention feel great!), plus various weapons and skills to customize that provide advantages depending on the situation or enemy type. The heavy axe, firecrackers, an umbrella that blocks certain attacks are all examples of the flexibility the prosthetic arm enables.

Because of this, I believe it’s the best combat in a FromSoftware game ever and the best action of any game of 2019. The fluidity with which the player can move through areas, sneaking in for a kill or grappling to a perch when enemies swarm, sets it apart from more methodical, grounded systems. When an enemy is vulnerable, Wolf can end its misery with a visceral finishing move. Sure, the game is super difficult. And most people playing it will die more than twice. Yet the feeling of mastering enemy movements, being able to counter them the more you learn, that’s the magic. Few feelings are as good as being able to outmaneuver an enemy you once thought was impossible to beat.

Locations in Sekiro range from somewhat traditional, like the outskirts of a Japanese castle, to the surreal when diving into flashbacks or entering more.. otherworldly realms. The one critique I’ve heard is that enemies are more “pedestrian” than other Souls-likes (i.e. they aren’t all humongous beasts or deformed oddities). I’d say: Keep going. The design is anything but normal the further the player progresses, and there’s plenty of weird to see in the game’s later acts.

I’ll admit, its narrative is much more lucid than other FromSoft entries. Wolf’s motivation is clear: It’s a story of revenge and an attempt at retribution. He wants to track down his lord and eradicate those responsible for his kidnapping. Yet the world-building and lore is what sets it apart from other action-adventures, with mysterious characters residing and random notes with item descriptions strewn about the play space. It’s worthwhile to explore, because not everything is obvious. While I was certainly enraptured by its main narrative, it’s the secrets that I adore. Devouring each morsel I could find to learn about the world and its mysteries.

Then there’s the best part. The boss fights. It’s not risky to say it: This is really my favorite aspect of the genre, and Sekiro’s design team is best in class. Especially because of how it keeps the player off balance. There are now mini-bosses to fight in addition to the more epic battles. Wolf faces against foes of all sizes, from swift fellow shinobi, armored solders, angry beasts, ghostly beings and plenty more. There’s even an encounter that’s more puzzle mechanics than combat, which shows that FromSoftware is evolving to transcend genre conventions.

To illustrate my adoration for Sekiro, I’d like to shout out a particular sequence: The “Guardian Ape.” It starts normal as ever, in a valley where the player faces a massive, aggravated simian. As a colossal beast enemy, it has devastating attacks and even dung flinging abilities. Once its posture is hurt or health is depleted, Wolf uses his sword to decapitate the beast. Victory! Or so the player thinks. While waiting for the usual cues that the boss is gone, the ape resurrects as an immortal being. Holding its severed head in its arms and attacking with a totally different element type, this time more specter than animal. It’s demoralizing, having to fight the same enemy with new tactics especially when one’s health items are now likely depleted.

And this is just one of many times that Sekiro surprised the heck out of me, and most importantly led to the most satisfying of triumphs when I finally master the fight to overcome its most difficult foes. The great part is, there’s always another challenge after that, beckoning me to come forward and test my willpower. Combine this with environments, narrative, world-building, lore, secrets and character encounters, FromSoftware’s Sekiro: Shadows Die Twice is my Game of the Year and I’m jealous of those that still get to play it for the first time.

Honorable Mentions (Alphabetical)

Ape Out (Gabe Cuzzillo)

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

Sales: Unknown.

Apex Legends (Respawn Entertainment, Electronic Arts)

Platforms: PlayStation 4, Xbox One, PC.

Sales: Now over 70 million registered players according to EA.

Creature in the Well (Flight School Studio)

Platforms: Xbox One (Xbox Game Pass), Nintendo Switch, PC.

Sales: Unknown.

Death Stranding (Kojima Productions, Sony Interactive Entertainment/505 Games)

Platforms: PlayStation 4. (PC in 2020).

Sales: Top selling new IP launch in Japan this generation according to Game Data Library. 7th best-selling game of its launch month in the U.S. per NPD Group. Unclear on global sales so far.

Destiny 2: Shadowkeep (Bungie)

Platforms: PlayStation 4, Xbox One, PC, Google Stadia.

Sales: 15 million registered players at last count.

Gears 5 (The Coalition, Xbox Game Studios)

Platforms: Xbox One, PC.

Sales: Over 3 million players at launch as shared by Xbox.

Life is Strange 2 (Dontnod Entertainment, Square Enix)

Platforms: PlayStation 4, Xbox One, PC.

Sales: Hard to know just yet, its final episode released in December.

Luigi’s Mansion 3 (Next Level Games, Nintendo)

Platforms: Nintendo Switch.

Sales: It’s setting launch month records for its franchise domestically, plus doing very well in Japan. We’ll hear formal unit sales during Nintendo’s next quarterly update.

Tom Clancy’s The Division 2 (Massive Entertainment, Ubisoft)

Platforms: PlayStation 4, Xbox One, PC, Google Stadia.

Sales: While Ubisoft said the game hasn’t met expectations, it’s still the 7th best seller of 2019 in the States as reported by NPD Group plus the same rank in terms of global digital revenue for 2019 according to SuperData estimates. We might never know unit sales.

Untitled Goose Game (House House, Panic Inc)

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

Sales: As of writing, it just surpassed 1 million copies sold.

What a year. It feels like the most competitive of the decade, with so many great games that there couldn’t possibly be a consensus pick for the top spots. It’s also the last year of awards that won’t include the new generation of consoles.

I’m so grateful for all the amazing experiences in gaming during 2019, especially those listed above.

Thanks for reading through my Year-in-Review, remember the round-up post is here to see them all in one place. Here’s to 2020. All the best to you and yours!

Sources: Company media sites, Game Data Library, GamesIndustry.Biz, MeriStation, NPD Group.

-Dom

2019 Year-in-Review: Independent Studios of the Year

It’s the last day of the year! Though no slowing down just yet. My year-end posts roll on with an extremely special one to me. During 2019, I’ve branched out more into critical reviews. With that I’ve written more about independent games, which are seriously the lifeblood of creativity in the games industry. As the barriers to entry of publishing on major platforms is more a reality than ever, these types of teams can earn the type of exposure they deserve.

I admit that “indie” is such a nebulous term, so let’s not get caught up in nailing down a definition. Rather, I plan to highlight those studios that either are smaller in scope, aren’t owned by major publishers and/or produce games on a lighter budget. These certainly vary in size, though each of them operates on their own and that’s what counts.

Here’s my list of seven awesome indie teams of 2019.

Asobo Studio (France)

I wrote about it in my review, A Plague Tale: Innocence is one of the most powerful games I played this year. And I was admittedly skeptical of it when I saw streams during E3. It’s the breakout game by French team Asobo Studio, previously known for working on adaptations of Pixar games and supporting the likes of ReCore and The Crew 2, it’s a masterpiece of storytelling. Plus, its enemy design and artificial intelligence technology is extra impressive as the player navigates a pair of siblings through middle century, plague-ridden France. A likely candidate to occupy a very high spot on my Game of the Year list, and I’m not the only one.

Bungie (United States)

You know I couldn’t finish these annual awards without mentioning the Destiny franchise. Maker of my favorite online looter shooter Bungie is now technically independent after its split from Activision Blizzard in January. Since then, the team released the Shadowkeep expansion for Destiny 2, offered a free version of the game, moved to a more seasonal event-driven model, instituted cross-save functionality for players to take characters anywhere plus became the flagship launch title on Google Stadia. Granted, the Washington-based studio is larger than most indie teams. Yet as a self-publisher it now faces many of the same challenges. And has succeeded in facing them thus far, to the point where I’m as excited as ever for its future.

Gabe Cuzzillo (United States)

A one-man team is still a team. Gabe Cuzzillo created one of the most unique, striking games of 2019 in the frenetic, stylistic Ape Out. Cuzzillo is a graduate of NYU Game Center and made his second game here in conjunction with fellow student Bennett Foddy and associate professor Matt Boch. Ape Out is top-down beat-em-up where the minimalist jazz soundtrack reacts to the player controlling an ape trying to, well, get the heck out of places. It was a finalist for the Independent Games Festival back in 2016 then published by Devolver Digital in February, one of those unforgettable indie games defined by its brash style and killer soundtrack.

House House (Australia)

Speaking of memorable indie gaming experiences, 2019 might as well be the Year of the Goose. Back in 2017 when House House announced that we’d play as a goose on the loose in its second game, I was captivated immediately. Right after the Australian team released on Switch and PC in September, Untitled Goose Game and its antagonizing protagonist became an instant meme. The game itself is really a puzzle game where the player, as the annoying goose, moves along by playing tricks on residents of the English countryside. One million copies, award nominations galore and plenty of funny GIFs later, House House is undoubtedly one of the year’s finest honking studios.

Kojima Productions (Japan)

Celebrity game designer Hideo Kojima split from Konami in 2015 to found his own studio, and 2019 showcased the fruits of this labor with the release of Death Stranding. Last month I wrote extensively on my thoughts on Kojima Productions’ debut game, featuring a star-studded cast with incredible tech and cutscenes despite wavering in its gameplay elements and cumbersome systems. However, there’s no denying its importance. It’s Sony’s biggest PlayStation 4 exclusive in 2019, receiving numerous industry awards. As divisive as Death Stranding turned out, Kojima’s team of around 80 fits a unique space within the industry in that it’s aligned with a platform holder yet operates autonomously. Creating whatever it wants to make. I respect that, regardless of my personal opinion on the final product.

Mobius Digital Games (United States)

The more I reflect on Outer Wilds, and distance myself from it, the greater I appreciate its significance despite frustrations I describe in my review. The first-person exploration game is truly a special indie title, with its own solar system and stories to discover. It’s open-ended, allowing the player to figure out what’s going on rather than presenting it explicitly. It sparks wonder by suggesting questions on intelligent life, the universe and mortality. Considering how much I like it the more I think about it over time, the tight-knit, California-based team created one of the most remarkable titles of the console generation, let alone the year. They are an absolute lock for this list.

ZA/UM Studio (Estonia/London)

It’s the last entry on my list of the top indie studios of 2019, and honestly a late addition. ZA/UM are the creators behind Disco Elysium, a bold detective RPG with political themes and internal monologues that cleaned house across multiple categories at The Game Awards this month. The studio’s story is incredible, a team of around 30 people that moved from war-torn Estonia to London during development. These efforts paid off. This traditional role-playing game featuring an alcoholic cop trying to solve a murder within a city of varying political ideologies is one of the most prominent examples of what an indie project should be. And sits among the most memorable of 2019. Compelling. Weird. Unafraid. The type of game that not only occupies a genre, but transcends it.

There we have it. Shout out to all the amazing developers that made the list! Your hard work and dedication to your craft is greatly appreciated.

One more post to go for 2019 year-end accolades: My Top 10 Games of the Year. Stay tuned. It should be a fun one!

Sources: Studio websites and press photos, GamesIndustry.Biz, New York University, The Game Awards.

-Dom

2019 Year-in-Review: Top 5 Most Impressive Gaming Companies

Every year, companies across the games industry compete for audience’s time and hard-earned dollars. Within this piece, I’ll highlight those bigger publishers and developers that I believe consistently provided the best value for gamers.

2019 marked a number of international successes in particular. Major Japanese companies featured prominently in mind-share, from hardware manufacturing to software hits, while the world’s largest gaming company broke through a difficult regulatory environment. At the same time, publishers of varying sizes from other regions produced impressive titles (some of which I’ll cover in my next post on the Independent Studios of the Year.)

Here are my picks for the five most impressive gaming companies throughout the year, in alphabetical order.

Annapurna Interactive (United States)

Annapurna Interactive has become a premier publisher for independent video games, and I’ll play almost anything it puts out these days. This subsidiary of film producer Annapurna Pictures backs a number of exceptional, unique projects. And more importantly, has enough funding behind it to smartly market its games through a combination of grassroots campaigns and word-of-mouth.

After an amazing 2018 with the likes of Florence and Donut County, Annapurna’s output this year solidified its standing as the type of deft publisher that knows how to pick ’em.

Its standout 2019 title is Outer Wilds from Mobius Digital, a new kind of space exploration game that’s one of the highest rated and widely praised projects of the entire year. Within my review, I praised the sense of wonder I felt navigating the cosmos and discovering the story of its alien solar system and the intelligent life that inhabits it. Even if I had a tough time with its controls, reflecting back I absolutely believe it deserves its recognition.

Other Annapurna joints this year include Telling Lies from Sam Barlow, a drama presented via full-motion video, then “interactive album” Sayonara Wild Hearts by Simigo. The latter of which is a one-of-a-kind production, blending pop music with traditional endless runner mechanics for a tight, memorable experience. Most recently, Annapurna published the wacky Wattam from Keita Takahashi (Katamari Damacy) and Funomena. I haven’t played it, though critics note its creativity; how it piques imagination through its visuals and interactions.

Finally, it also brought a classic to PC for the first time: thatgamecompany’s Journey, originally out in 2012 for PlayStation 3. Annapurna shared arguably the best independent game ever made to a wider audience. It’s a must-play. For everyone.

This line-up is representative of the types of projects Annapurna hand selects. Those that are sometimes experimental, often unique, frequently emotional and always worth a look.

Capcom (Japan)

The resurgence of one of Japan’s most storied gaming companies accelerated in 2019, due to both the quality of its output and sheer quantity of support especially for the Nintendo Switch.

Capcom produced two of the year’s most well-regarded new third person games in Resident Evil 2 Remake and Devil May Cry 5 then produced an expansion to its best-selling game of all time in Monster Hunter World: Iceborne.

Starting strong of the gate in January, its re-imagining of 1998 survival horror game Resident Evil 2 is a Game of the Year contender with its enhanced visuals and modernized mechanics. I posed a question in the beginning of 2019, wondering if this version could outsell its predecessors in the long-running series. Within a week on market, Capcom shipped 3 million units. A month later, over four million. Then earlier this month, it passed the original’s lifetime total by eclipsing the 5 million unit mark.

Essentially, it took under a year for the remake to outsell the original. Between its critical and commercial success, Resident Evil 2 illustrates Capcom’s renewed focus on incubating legacy IP.

Both Devil May Cry 5 in March and September’s Monster Hunter World: Iceborne continued this streak of critical and financial accomplishment. The former hit 2 million copies sold within a couple weeks, already two thirds of what Devil May Cry 4 sold lifetime and “reinvigorating” the franchise according to Capcom execs, while the latter vaulted to 2.5 million in sales within a week.

Separate of these new projects, Capcom pumped out a number of legacy games on a variety of platforms. Onimusha: Warlords, Phoenix Wright: Ace Attorney Trilogy plus a set of Resident Evil and Devil May Cry ports for Nintendo Switch.

Between creating successful newer releases and rounding out 2019’s portfolio with catalog titles, Capcom is back in the good graces of fans while also appealing to a broader audience especially with its Monster Hunter series. All it needs now is a great new fighting game! Perhaps in 2020.

Nintendo (Japan)

It should come as no surprise that Nintendo is here. In fact, if I was ranking the list, it would likely capture the top spot.

Even if it wasn’t Nintendo’s strongest first party software year in the Switch generation, which I’d argue was its first year in 2017, its consistency of output is best in business right now. Not only that, Nintendo Switch is the place for third parties to release both new projects and older ports, and especially fruitful for independent teams.

The Kyoto-based company also released a new more compact, handheld-only version of its hybrid console in September. Dubbed the Nintendo Switch Lite, its release contributed to Switch hardware sales jumping to 41.67 million consoles this year plus the company experiencing its best week of Switch sales ever during the Thanksgiving holiday.

It’s impossible to comment on all of its 2019 output, so let’s list them to prove the point.

There’s the internal or “second party” partnership stuff. Tetris 99. New Super Mario Bros. U Deluxe. Yoshi’s Crafted World. Super Mario Maker 2. Fire Emblem: Three Houses. The Legend of Zelda: Link’s Awakening. Luigi’s Mansion 3. And its most significant 2019 release, Pokémon Sword and Shield.

Then the third party exclusives. Cadence of Hyrule. Marvel Ultimate Alliance 3: The Black Order. Astral Chain. Daemon X Machina. Mario & Sonic at the Olympic Games Tokyo 2020.

Plus the multi-platforms or ports of older games. There are a ton of these. I promise. Titles like Dragon Quest Builders 2, Mortal Kombat 11, Cuphead, Ori and the Blind Forest and even The Witcher 3 are all now playable on Switch.

Not to mention mobile. Mario Kart Tour. Dr. Mario World. And the experimental. Labo Toy-Con VR Kit. Ring Fit Adventure.

Even a, gasp, pretty good video game movie in Detective Pikachu!

It’s cliche to say that Nintendo literally makes something for everyone. Shoot, in many cases there’s a LOT for everyone. But it’s true. And it’s playable at home or on the go, sometimes even on a phone. We expect Nintendo’s internal teams and close partnerships to produce amazing content. It’s the third parties and indies that are really starting to bolster the Switch experience.

Sure, there’s room for improvement. Its online service is nowhere near its competitors. It should offer individual legacy titles rather than only as a library. Its mobile app is laughable. Its operating system lacks basic functionality. We still have to use friend codes.

These aside, Nintendo’s at its best when it both offers great exclusive titles from its talented studios that appeal to all kinds of gamers plus experiments with use cases for its technology. Its leadership like President Shuntaro Furukawa, Director and legendary designer Shigeru Miyamoto and more locally Nintendo of America lead Doug Bowser (since the retirement of Reggie Fils-Ame) aren’t afraid to get weird and have fun. This and its sheer consistency on the software development side are the defining characteristics of 2019’s most impressive gaming company.

Respawn Entertainment [Electronic Arts] (United States)

I’m going to cheat a bit here because I want to shout out a particular team within a broader parent firm for its excellent work. Respawn Entertainment, which was purchased by Electronic Arts a couple years back, is responsible for two of the year’s blockbuster titles. One of which came out of nowhere, the other a foray into a new genre for the studio.

First, there was Apex Legends. Most industry commenters claimed that the battle royale fad had passed. That there was no room for real competition to the likes of Fortnite and PlayerUnknown’s Battlegrounds (PUBG), both of which still have large, dedicated audiences. Then Respawn stealthily released Apex Legends as a free digital download on a random Monday in early February and proved everyone wrong.

A first-person game set in the Titanfall universe where teams fight for dominance, Apex Legends player counts skyrocketed within days as it enraptured gamers with smart accessibility options, a balanced hero system and top-notch mechanics. One million within 8 hours. 2.5 million in a day. 10 million in 72 hours! It made $92 million in sales within its first month. And it’s free! That means players weren’t merely downloading it, they liked it so much that they wanted to spend money on its cosmetics.

Since then, it’s boasted over 50 million players. A success story for the industry in showing that new concepts can be rewarded even in a market flooded with participants.

Respawn’s second massive project this year was Star Wars Jedi: Fallen Order. To say Electronic Arts has been inconsistent in publishing Star Wars games is an understatement. That is, until now.

Fallen Order released in mid-November to widespread critical acclaim. It’s a third person action game with satisfying lightsaber combat, an intriguing story and diverse environments seemingly pulled right from the movies. Directed by God of War veteran Stig Asmussen, it’s undoubtedly one of the best Star Wars games to date plus a candidate for year-end accolades despite some unfortunate technical problems. It’s also a surprising move for Respawn to shift to third-person action when it’s solely made first-person shooters in the past.

While we don’t have broad sales numbers for Fallen Order, I wrote recently about how it was the second best-selling title domestically in its release month and nearly achieved the best launch ever for a Star Wars game, trailing only 2015’s Star Wars Battlefront. It’s already entered the Top 10 sellers of the year, and I anticipate that rank to improve when we hear December’s data.

By developing a surprise hit in a competitive genre alongside a critical darling in one of the world’s most beloved franchises, Respawn clearly earned its spot as one of the most compelling and accomplished studios of 2019.

Tencent (China)

It’s ironic how quietly Chinese media conglomerate Tencent dominates the global games industry. Because its operations are mostly in the mobile and PC market, especially popular titles within the Asia Pacific region, Tencent is the biggest gaming company in the world by revenue (near a whopping $20 billion during 2018) with less mind-share than most of its competitors.

Think of a big game or publisher, it’s likely that Tencent is involved with it. League of Legends? It owns Riot Games. Clash of Clans? Holds 84% of Supercell. Fortnite? A 40% stake in Epic Games. PUBG? Nearly 12% of Bluehole at last count. Activision? Ubisoft? Small holdings in both.

Even stakes in smaller teams like Path of Exile creator Grinding Gear Games and Frontier Developments, maker of Jurassic World: Evolution and Elite Dangerous, round out Tencent’s plethora of investments.

This isn’t even to mention its own games like mobile racing game QQ Speed or crazy popular multiplayer game on phones Honor of Kings, released in the West as Arena of Valor. If we’re talking the smartphone market, there’s none more impressive than Tencent.

Beyond that, I’m placing it on my 2019 list is for multiple reasons other than its significant holdings: More because of its navigation of China’s difficult regulatory environment, the smash release of Call of Duty: Mobile and its recent partnership with Nintendo.

It’s always a tricky regulatory situation in China, so a quick recap of the most recent events. Back in April 2018, the country instituted a freeze on new releases in the world’s largest gaming market due to addiction concerns,. This obviously impacted Tencent’s performance and market capitalization, losing a unfathomable $250 billion in valuation at one point. After ten long months, the government began approving new titles.

While Tencent earned approvals for smaller new titles, it didn’t for one of its biggest money-makers in PUBG Mobile which has been downloaded over 600 million times. The company shut down the game in May, though simultaneously released a new one in the same genre called Game for Peace (or Peacekeeper Elite in English).

During its first month, Game for Peace generated $70 million in sales. When combined with the $76 million from its PUBG Mobile counterpart, these quickly became the world’s top smartphone games by revenue. Since then, total global sales have passed $1.5 billion from these games, according to Sensor Tower. This is fully representative of Tencent’s savvy in bouncing back from the government freeze.

Similarly, Tencent’s global expansion is underway now with the release of Call of Duty: Mobile back in October. Based on the uber popular first-person military franchise owned by Activision Blizzard, this version was actually developed by Tencent’s internal team Timi Studio. It achieved a record during its first week on market with 100 million downloads and has since passed 170 million while raking in $87 million in sales. Aligning with a Western publisher is the type of decision that allows Tencent to benefit from an audience it otherwise couldn’t reach.

The final move is its recent partnership with Nintendo to sell the Switch in China, a market that’s notoriously difficult for console gaming. Just a few weeks ago, the Switch launched there albeit without much of a library. Only New Super Mario Bros. U Deluxe is available, with titles like Mario Kart 8 Deluxe and Super Mario Odyssey in the more immediate pipeline and others slated for next year. Niko Partners estimates 100,000 in Switch console sales during this month alone, then a growing install base to where Switch could be the local market leader by 2022.

After a tumultuous 2018 under local regulations putting a halt to new titles, Tencent emerged in 2019 to continue its dominance in the smartphone game space especially in the East. Combine this with its global expansion alongside a smart alliance with Nintendo, and it’s the last on this prestigious list of gaming companies.

Working Casual’s Year-in-Review is far from over! Next up will be Independent Studios of the Year. Until then, thanks for reading.

Sources: Business Insider, Business Wire, Company investor and media sites, Newzoo, Niko Partners, PC Gamer, Sensor Tower, The Verge.

-Dom

2019 Year-in-Review: Three Biggest Trends in Gaming

The games industry is changing, perhaps more rapidly now that ever before. With the appetites of consumers evolving, new major players emerging plus existing companies adapting to where and how people want to play, 2019 will go down as a significant time when looking back at the direction of gaming and its technology overall.

Because of this, I’ve identified three major trends in gaming that dominated headlines and mind-share during 2019. Each of these is significant on their own of course, though taken together provide a broader illustration of the industry’s future.

This year is the last one before a new traditional console generation, as Microsoft’s Xbox One and Sony’s PlayStation 4 entered their sixth year on market. Both companies have announced new consoles for this time next year. Yet 2019 marks a more transitory period for these platform holders in terms of services and ecosystem, plus similar efforts from competitors like Nintendo and now Google to appeal to shifting audience dynamics.

Similarly, digital ownership is on the rise. Which means more varied ways to access a gaming library, plus newcomers in the space of virtual storefronts. In terms of actually playing games and their increasing popularity, video creators and streamers are more important than ever.

So. What’s driving the direction of gaming? Scroll it out to see.

Subscription Services & Cloud Streaming

2019 served up many trends. None more important than this.

The growing movement toward subscriptions, services and streaming is the first on my list because it’s the most impactful of all. Namely due to its potential for major long term ramifications on how people collect and access their library of games.

Pushing beyond the traditional model of buying a game at retail or even digitally then owning it in perpetuity, companies are ramping up the subscription side of the business model to enhance offerings as part of a broader ecosystem. One in which gamers stick around to try a variety of experiences, and pay for that privilege. Picture it like Netflix or Disney+ as opposed to buying individual films or TV seasons.

All of the “big three” now sell subscription services in which players pay a monthly fee to access a catalog of curated games, some of which are exclusive to the respective platform. Microsoft’s Xbox Game Pass with its broad selection of hundreds of games, Sony’s PlayStation Now boasting downloads as part of its service plus Nintendo’s Switch Online housing a catalog of retro games for its Nintendo Entertainment System (NES) and Super NES legacy systems.

Beyond the major platform holders, individual publishers are even trying to slice a piece of the pie. This includes Ubisoft’s Uplay+, Electronic Arts’ EA Access plus a variation of Microsoft”s Xbox Game Pass strictly for PC all with their own list of titles.

These represent the effort by each company to not just attract but also keep people active within an ecosystem while simultaneously benefiting from an ongoing revenue stream rather than the usual one-time purchase. I ultimately believe it’s a win-win for individuals and console makers. There’s really no better way to access that many games at once for the price. The tricky part is determining which is most appealing to one’s taste, because the cost starts to add up quickly.

Then there’s cloud streaming, technology by which players can stream games by leveraging a company’s remote servers instead of playing titles locally on a console or PC. Compared to the aforementioned subscription services, which offer digital downloads and feel more like “ownership,” streaming is an even more exotic way to interact with games.

There are older cloud services like PlayStation Now and NVIDIA’s GeForce Now that launched in some form prior to 2019, albeit with limited buzz and varying degrees of quality. The two major streaming platforms from this year are Microsoft’s Project xCloud, beginning as a beta in October, then Google Stadia stumbling its way to market in November.

Much has been made of the differing approaches, where Microsoft clearly labelled xCloud as pre-launch tech while Google rushed to formally release Stadia lacking a number of promised features and, frankly, enticing games. Still, the fact that streaming is becoming a more viable option as a counterpart proves it will remain part of the conversation. Especially as the technology improves, developers spend more time with it and more games are present.

The services trend will influence the future of gaming, even if the streaming option is unproven, which makes it the most important topic of 2019.

Digital Transition & Storefront Competition

It’s no secret that players are moving towards digital ownership. According to SuperData, worldwide sales from digital PC games totaled $35.7 billion in 2018 as compared to $33 billion in 2017, while the console segment hit nearly $13 billion versus $8 billion the prior year.

Earlier this year, Sony reported digital full game software ratio on PlayStation 4 hit 53%, meaning this was the first quarter ever where digital sales outpaced physical. It’s an even more significant milestone because it’s full game software as opposed to digital goods or in-game items boosting the metric.

Broader digital figures skyrocket when including mobile of course. The point above is that even segmented into console and PC, the share is growing. Intriguingly, this doesn’t mean physical is diminishing. NPD Group noted that digital sales should not cannibalize retail sales in the domestic market in its predictions for 2019, since it’s more the overall amount is growing while diversifying across segments.

Alongside this digital transformation is a trend that intensified specifically in 2019, and that’s competition among virtual storefronts. Just like brick-and-mortar stores compete with one another, virtual marketplaces battle for consumer dollars.

For years, the main player in digital PC games has been Valve Corporation’s Steam platform with 90 million active users and one billion accounts in 2018. Smaller challengers like CD Projekt’s GOG.com and others offer an alternative, especially for indie publishing, though only recently has a new storefront generated buzz and disdain quite like when Fortnite creator Epic Games launched the Epic Games Store in late 2018.

What started then carried over to this year, as more and more games announced partnerships with Epic Games Store in order to capitalize on its more favorable revenue sharing rates. Ubisoft’s Tom Clancy’s The Division 2, Metro: Exodus from Deep Silver and Take-Two’s Borderlands 3 are prime examples of those with some sort of deal with Epic Games.

The latest true challenger to Steam’s dominance reveals a parallel to console competition in that major companies and smaller self-publishers alike see upside in moving away from the platform with an effective monopoly. 2019 will be remembered as the year of the continued rise of digital distribution, even for console gaming, plus the rise of Epic Games Store and the consumer sentiment surrounding its ascension.

Content Creation & Community Support

The third biggest gaming trend of 2019 is video content creation and the fostering of communities that support the creators, plus those companies that pay in hopes to boost popularity of games through this more modern avenue for advertising. Content is key for streamers and video creators trying to make a living off playing games, and it’s certainly working.

Amazon’s Twitch is the main platform for gamers to stream directly to an audience, while Google’s YouTube remains the place for video uploading. Earlier this year, Twitch reported 15 million daily active users. YouTube is ubiquitous when it comes to online video, Google said in May that more than 200 million people watch gaming content on the platform every day.

Talk about major opportunities for building and supporting a community. The biggest Twitch streamers not only have staggering following numbers, like Tfue (7.3 million) and Myth (5.6 million), they earn hundreds of thousands of dollars via a combination of subscriptions and advertising deals. Like the model for professional athletes.

Recently, Microsoft has made serious moves in this space by doling out cash to some of the most popular video creators to move to its Mixer streaming platform. The most noteworthy is of course Tyler “Ninja” Blevins, who racked up a million followers within days of moving to Mixer in August. Ninja used to make $500K per month playing mainly Fortnite, and was paid by Microsoft for the move though the amount was not disclosed. Another marquee example is Shroud, real name Michael Grzesiek and a former Counter-Strike pro, shifting to Mixer in October after a long run on Twitch.

It’s not just about the individual streamers now. It’s also how their massive audiences can benefit the likes of platform holders like Microsoft and Sony plus publishing firms. I hate using the word, but can’t deny it’s a reality: “Influencers” are super important these days trying to boost the popularity of a new release. Pay-for-play is a term used for when a popular streamer is paid to promote a game near launch, a tactic used more now than ever by businesses to establish mind-share off the bat.

When Electronic Arts stealth launched Apex Legends in February, big streamers were there day one. The aforementioned Blevins was reportedly paid $1 million to do so. This reveals the position that major content creators have in the industry. It’s big business, whether more casual names or eSports pros, for both the gamers themselves and the companies that benefit from their gigantic audience reach.

And there we have it. While these most certainly aren’t the only trends, my three biggest trends in 2019 revolve around services and streaming, the movement towards digital ownership and the storefronts that offer virtual games then content creation, the audiences that follow and the companies that pay in hopes of benefiting from them.

Honorable mentions include virtual reality, live multiplayer games, cross-play popularity, China’s regulations, Japan’s consistency, mobile explosion, developer labor conditions and the further legitimizing of eSports. All of which are worthy of discussion.

What do you think of the final list? What about the honorable mentions? Are there other trends that stand out to you? Comments here or on Twitter are more than welcome!

Next up in the Working Casual 2019 Year-in-Review will be the Top 5 Most Impressive Gaming Companies. Catch you then.

Sources: Epic Games, Google, Influencer Markekting Hub, Microsoft, NPD Group, Sony, SuperData, Tubefilter, TwitchMetrics.

-Dom

Working Casual’s 2019 Year-in-Review Round-Up

A celebration is in order.

Yes, another year is coming to a close. Though not just any year. The absolute *best* year ever for the site!

Strictly because of you taking time to swing by, 2019 was Working Casual’s best of all time in terms of visitor numbers and impressions. I’ve added reviews to the mix in addition to the usual sales round-ups and thought pieces on gaming, tech and media, so I’m forever grateful for your generous support during this expansion. I’m having a blast.

While the year is nearly done, I’m most certainly not. We’ll talk the future a bit later. For now, it’s time to revisit the past.

And what a time it’s been to follow gaming. It’s a transitory period for the industry, as current generation Xbox and PlayStation consoles near the end of their lifespans which stands in stark contrast to Nintendo’s steadfastness in its software support and model updates for its Switch hybrid hardware. All major platform holders dropped notable games in 2019, with Nintendo as the most prolific of the three with titles in the Fire Emblem, Yoshi, Zelda, Mario Maker and Pokémon series among others. Microsoft and Sony boasted major titles of their own in Gears 5 and Death Stranding, respectively. I’d argue it’s even more significant that these companies pushed to strengthen their service offerings in an increasingly digital world, with varying degrees of success.

Microsoft emerged as the ecosystem front-runner on the service side, with its ever-expanding Xbox Game Pass subscription system. Loop in Tencent, which remains a bellwether on the mobile and online PC side, marked 2019 with global expansion into new markets and overcoming challenges locally after Chinese regulators backed off of a hold on new releases. Then Google entered the market with Stadia in November, albeit with a stumble. Epic Games, maker of Fortnite, launched its own digital store to compete primarily with Valve Corporation’s Steam, beginning a sort of storefront fight akin to earlier days of console wars.

On the software side, the general “more variety than ever” trend remained in full effect. For better or worse, I might add. Japanese development teams in particular settled nicely into the late generation cycle, the likes of Capcom and Square Enix responsible for some of the year’s most impactful titles. Ongoing, live service games continued to thrive as newer competitors like Apex Legends from Respawn Entertainment proved there’s still room for competition in the space. As long as it’s of a certain quality.

Mobile games grew market share by attracting the casual audience, partly due to spin-offs from traditional franchise like Call of Duty: Mobile and Mario Kart Tour. Independent development remains a realistic avenue for some creators, with publishers like Annapurna Interactive and Devolver Digital carving out a niche within the broader space. 2019 also had examples of consolidation within the independent segment, with Sony acquiring Insomniac Games and Embracer Group (formerly THQ Nordic) scooping up a myriad of smaller studios.

Then there’s the transition to digital ownership, China’s relaxing regulatory environment, a movement towards cross-play, the Oculus Quest making wireless VR a.. reality, the growing role of content creators, lousy labor conditions unearthed by dedicated journalists and eSports pushing towards broader legitimacy which all made 2019 a memorable end to the decade.

All three major platform holders released cool projects in 2019, with Nintendo as the most prolific then Microsoft and Sony each boasting a major title of their own. More notably these companies pushed to strengthen their service offerings in an increasingly digital world, with varying degrees of success.

Since I can’t cover all of these important topics in a single piece, that means multiple posts! The more the better, I say. Here’s the plan to recap the year over the next few days.

Three Biggest Trends in Gaming: Documenting and critiquing the major trends across the industry.

Top 5 Most Impressive Gaming Companies: Which teams rose above the rest in delivering great experiences for gamers throughout the year?

Independent Studios of the Year: Smaller teams with major dreams, and accomplishments to back them up.

Dom’s Top 10 Games of the Year: One of the most prestigious of top game lists. Naturally.

After each post, I’ll update this round-up with links to keep everything in order. Only then can we move onto 2020!

It’s a quickie for now. We’ll certainly chat again soon.

-Dom

2018 Year-in-Review: Dom’s Top 10 Games of the Year

Hi all. It has certainly been a slow writing year for me here at the blog, though I try to maintain activity on Twitter as much as I can! With this last post of the year, I wanted to celebrate all the great times I had with notable games that so many dedicated development teams worked on during the past 12 months.

Let’s get right to it. Here are my Top 10 Games of 2018, in descending order. Plus, some bonus mentions at the bottom. Each is listed alongside developer, publisher, platforms and sales.

Which of these did you check out? Did any of these make your list? I certainly hope so!

10. Florence (Mountains, Annapurna Interactive)

Platforms: Mobile. Android & iOS.

Sales: Was tracking well early according to lead designer Ken Wong. Over 10K downloads on Android, 5K ratings on iOS.

Mountains’ Florence is nowhere near a typical mobile game. More of an interactive visual novel. Though it’s the type of game that wouldn’t work nearly as well on a platform *other than* mobile. It uses its platform masterfully to tell the tale of a couple in their 20s, from random encounter to honeymoon period to an inevitable rough patch. Its main mechanic is using the touch screen to literally piece things together (or attempt to do so) as an emotional narrative plays out. One that comes to an unconventional conclusion, and leaves a lasting impression as a result.

9. Celeste (Matt Makes Games)

Platforms: Everything, except mobile.

Sales: At least 500K units, according to the game’s creator Matt Thorson. Hugely successful for a smaller-sized indie team!

Celeste is a 2D platformer about struggle, mental health and attempting to overcome your internal criticisms to achieve an aspiration. As main character Madeline climbs Celeste mountain, the challenging gameplay combines with a suite of characters and a killer soundtrack to reveal it’s ultimately an allegory for setting a goal then dealing with obstacles on the way to fulfilling it. It’s a fine video game, frustrations and all.

8. Marvel’s Spider-Man (Insomniac Games, Sony Interactive Entertainment)

Platforms: PlayStation 4.

Sales: 3.3 million units its first 3 days, an all-time record for a PS4 exclusive. Currently stands as the 6th best-selling game of 2018 in the States.

For a medium that seems a perfect fit for superheros, not many recent games capture the essence of being one quite like Marvel’s Spider-Man. Insomniac stuck what I think is most important for the fantasy of being Spidey: effortless, stylish swinging through Manhattan then kicking the crap out of bad guys. While the game has snoozer side activities, annoying stealth sequences and uneven pacing, its gameplay, stellar 3rd act and surprisingly intimate character moments sling it above many 2018 games.

7. Return of the Obra Dinn (Lucas Pope, 3909)

Platforms: Windows. MacOS.

Sales: At least 100K units in around 2 months, per SteamSpy.

If you said a game made predominantly by one person that’s only available on PC/Mac where you play as an insurance adjuster would make my list, I would’ve looked at you like you were a kraken. But just last week, I finally played the game every critic I respect couldn’t stop talking about since its October ship date. It’s a sort of murder-mystery that tells the story of a doomed East India Company sea vessel called the Obra Dinn, via minimalist art and moment-in-time vignettes. Gameplay consists of navigating these snapshot memories using a magical watch, deducing what happened to crew members and passengers during the ill-fated journey. The sheer triumph of figuring out each fate becomes infectious, all the way through its conclusion and final reveal.

6. Monster Hunter: World (Capcom)

Platforms: Xbox One. PlayStation 4. Windows.

Sales: A whopping 10.7 million units. The best-selling single retail release in Capcom’s storied history, not counting re-releases.

This was the earliest major release of 2018, and the first time Capcom’s popular Monster Hunter franchise hit major consoles after being very popular on handhelds in Japan. A global audience latched onto the quirky, humorous fun of an action role-playing game where you hunt gargantuan wild creatures in a variety of detailed locales. Not only is the combat super satisfying, all of its systems blend to keep players engaged: studying animals, gathering supplies, crafting weapons, purchasing items, upgrading gear and taking on quests. Plus, it has cooperative multiplayer. And you hunt alongside a cat friend. It’s a “Palico.” That calls you Meow-ster. Purr-fect!

5. Yoku’s Island Express (Villa Gorilla, Team17)

Platforms: Xbox One. PlayStation 4. Nintendo Switch. Windows.

Sales: Not available.

I couldn’t write this list without including at least something pinball related. And Yoku’s Island Express isn’t just related, it’s pinball in video game form with a genius twist. Villa Gorilla ingeniously built a 2D world that integrates traditional pinball features like flippers and bumpers that allow for traversal across its environments. The player works toward unlocking areas, discovering secrets, finding collectibles and even fighting bosses using pinball as a means to achieve these goals. The controllable character is Yoku, a cute beetle-turned-postman, who delivers items across a cheerful world that’s unfortunately plagued by a dark curse. It’s the smartest synthesis of pinball and video game that I can remember, plus it features a joyful soundtrack and amusing dialogue. I had a ball!

4. Assassin’s Creed Odyssey (Ubisoft)

Platforms: Xbox One, PlayStation 4, Nintendo Switch (Streaming in Japan Only), Windows.

Sales: Unit sales aren’t explicitly available, as often happens with major publishers. Ubisoft shared that 1st week sales set a record for the franchise on current generation. Currently the 10th best-selling game of 2018 in the States.

It may feel like the Assassin’s Creed franchise has been around for ages, before Assassins and Templars started beefing. Odyssey is nearly its dozenth mainline title, seeing the player take the role of Alexios or Kassandra, a pair of Spartan twins embroiled in political, societal and even mythical battles as mercenaries in ancient Greece. I don’t say it lightly that it’s one of the best entries in the series. (Yes, even after I said the same about Origins last year.) Some argue it’s shifting further from the series’ tradition, with its enhanced role-playing elements, loot system, dialogue trees, romance options and skill trees. I argue that this is progression. Ubisoft is continually expanding on the stealth-action base of its past. Other than a lackluster conclusion for one of the major plot lines, I have very little to complain about for this sharpest of entries.

3. Tetris Effect (Monstars/Resonair, Enhance Inc)

Platforms: PlayStation 4, PlayStation VR. (I’d love a Switch version, please!)

Sales: Not available.

You aren’t suffering from seeing things, like you would if you were experiencing The Tetris Effect. There is a new Tetris game in my top three. We all know Tetris is one of the best games ever. I believe that Tetris Effect, produced by Mark MacDonald alongside visionary Japanese designer Tetsuya Mizuguchi, is the singular best Tetris game ever since the original.

Its presentation is flawless. Expertly-crafted backgrounds alone would be an experience in sensory bliss. Then, its sound design is legendary. Blips of auditory delights trigger with every tetromino spin, placement and drop, accentuating its uplifting, modern new age soundtrack. It’s not without innovations, either. Players can trigger Zone, a slow motion mechanic that provides for crazy combos. There’s Journey, a curated experience through many of its levels. Its Effect mode allows players to level up and compete on leader boards. Not to mention, it’s fully playable in virtual reality. Moments of synesthesia aplenty, Tetris Effect is borderline transcendental.

2. God of War (Sony Santa Monica Studio, Sony Interactive Entertainment)

Platforms: PlayStation 4.

Sales: 3.1 million units at launch, a record for a PS4 exclusive game until Marvel’s Spider-Man released. Currently at least 5 million copies.

It’s very telling that Sony’s God of War is this high on my list, as I have little nostalgia for the over-the-top action franchise. Its main character, the rage-filled god Kratos, carries over from the earlier trilogy. Though it’s effectively a brand new game set within a gorgeous world crafted this time around Norse mythology rather than Greek. It’s a technical marvel, with game director Cory Barlog and team achieving a single camera cut for the entire duration. Positively stunning visuals, though uneven performance at times. Combat with the new Leviathan Axe is wholly satisfying, especially throwing it at a group of enemies and recalling it. Admittedly, the base combat can be repetitive but each skill unlock reveals the true depth of its systems.

With this said, the game truly shines in its story, character moments and monumental boss sequences. It’s hard to think I’m actually describing a God of War game in this way, but it’s all true and that’s why it’s this high on my list. The plot revolves around an older Kratos attempting to fulfill his wife’s dying wish of spreading her ashes, now accompanied by his half divine son and combat partner Atreus (whom the player can direct during combat and puzzle sequences). Certain Norse figures show up, including Baldur, Freya and the prolific, hilarious storyteller Mimir. The father-son dynamic drives this epic quest along, which ends in an unexpected place and surprisingly captivated me with its narrative elements above all else.

1. Red Dead Redemption 2 (Rockstar Games, Take-Two Interactive)

Platforms: Xbox One, PlayStation 4.

Sales: $725 million in dollar sales during its first weekend. 17 million units in its initial two weeks. The second best-selling game of 2018 in the States. Not too shabby, partner.

This year, Grand Theft Auto developer Rockstar Games returned to the Western setting with the spectacular Red Dead Redemption 2. As a prequel to 2010’s Red Dead Redemption, one of my favorite games of last generation, I was both extremely excited and cautiously optimistic when it was announced. I’m happy to report it vastly exceeded any expectations I had, however lofty. This open world action game’s primary storyline delves into the gang formed by eloquent criminal Dutch Van der Linde, with the player controlling the crew’s second-in-command named Arthur Morgan. He’s a flawed man, loyal to a fault yet still shows the capacity for good deeds and compassion. The game allows you to interact with every character in the world, and ultimately decide what “your Arthur” becomes via a morality scale. The voice acting and motion capture across the board here, for all characters though especially gang members, is extraordinary. Additionally, we see appearances from a variety of familiar faces from the original game: namely John Marston, Javier Escuella and Bill Williamson. Each of them alongside a myriad of new characters makes it feel more like a bustling settlement than many others I’ve seen within the genre.

I can’t understate how visually beautiful and detail complete RDR2 is. Every biome across its world, from snowy mountains to desolate plains to swampy bogs, is populated with fauna, animals, random characters and places to explore. Many games boast what’s called “emergent storytelling,” as in moments that a player will experience individually, separate of the curated quests or story beats. Few deliver on this promise as much as Rockstar does here. It rewards you for going out on your own, talking to people, finding strangers and helping them with their requests. Hunting, fishing, playing cards and more activities open up and each is masterfully executed. Some of them could be games on their own. In fact, these emergent moments are just as memorable if not more so than the game’s missions for me.

Speaking of missions, its overarching narrative is a standout especially in terms of the manner in which it’s conveyed. It’s obvious Rockstar is telling a certain story here, with cutscenes and cinematics interwoven to rival modern films. Sure, its mission design isn’t necessarily innovative. And it doesn’t allow for much player choice during said missions. But that’s by design! There’s freedom in every other aspect that more than makes up for this curation. Missions are usually tense and engaging, especially “major” events like heists or gang endeavors. Arthur and his fellow crew members are constantly on the run from the law or engaging with rivals, not to mention their Western dream of freedom is slowly dying to the progression ushered in by industrialism. There’s plenty of weight to the campaign, especially in later chapters as relationships clash or unravel, and Rockstar weaves moments of fan service with surprising twists to tie the game and its predecessor together.

I’m not saying it’s a perfect game, or even a game for everyone. Some of its menu and UI design is dated. It’s deliberate. Its “feel” can be sluggish until you get the hang of it. You don’t speed through its open world, you mosey. You savor it, as exhibited by Arthur’s movement as he skins each animal, loots each drawer and chats with each gang member or passerby. You hear their stories. And then, you make your own stories that exist alongside Rockstar’s.

I loved this pacing. I loved exploring, finding oddities and secrets that felt like only I had ever seen them before even though I know that’s not true. I virtually *became* a character in America during the late 1800s. I lived in Rockstar’s hyper-realistic, beautiful yet dangerous world for hours and hours, and savored every moment as much as Arthur did.

Before I wrap up, I would like to mention that Rockstar has been criticized for its demanding work practices. Many team members work long hours, especially right before release. This dedication absolutely shows in the final product. And there are those that expressed how much they love working for the studio. Either way, I am hopeful that every single person is compensated fairly for their efforts. Labor practices and company culture is way too big of an issue to discuss here, so I’ll end with saying that no one should have to suffer mentally or with their family just to produce a video game.

Honorable Mentions (Alphabetical Order)

Dead Cells (Motion Twin)

Platforms: Everything, except mobile.

Sales: Upwards of 2 million owners on PC alone per SteamSpy. Not available for console versions.

Dead Cells is the type of game that I shouldn’t have enjoyed, with its roguelike elements including permadeath and losing gear after every “run,” however it ended up being one of my favorite 2D action games of the year almost on feel alone. It’s at its best when you have a run during which you build a sweet load-out and slice through opponents like butter. Though I never actually beat the final boss because of the difficulty spike, which I mark as a knock against it even if you might disagree.

Destiny 2: Forsaken (Bungie, Activision Blizzard)

Platforms: Xbox One, PlayStation 4, Windows.

Sales: The only official numbers we heard were for the original Destiny 2 launch in 2017, which was above 6.3 million units. Well beyond that by now, especially after sales and promotions, however exact figures are not available.

We all know I couldn’t end this post without at least mentioning Destiny. Bungie put out its major Forsaken expansion this September, marking the one year anniversary of Destiny 2’s initial release. And it’s excellent, featuring a campaign where lovable, witty robot Cayde-6 is murdered and the player must hunt down his killers. Plus, there’s a brand new raid, tons of new gear, secrets galore and a variety of quality-of-life updates. Bungie has kept up with maintaining Destiny 2 since launch, however this is the best it’s been. It’s as fun as ever to team up with friends and fight the galaxy’s most threatening enemies, while naturally looking pretty cool all the while.

Donut County (Ben Esposito, Annapurna Interactive)

Platforms: Everything.

Sales: At least 50K on PC, per SteamSpy. Otherwise, not available.

Have you ever dreamed of controlling a hole in the ground that swallows up entire towns? No? Creator Ben Esposito fulfills a desire that no one knew they had, crafting a fun-loving game with a simple mechanic. You move a hole around a map, growing with every item it swallows up until literally nothing remains. Its plot is actually solid, as friends Mina (a human) and BK (a racoon) work at a doughnut shop. BK plays a mobile game where he “delivers doughnuts” to people by sending them holes in the ground. It’s simple and funny, with slight undertones of a commentary on gentrification. The humor shines especially in its glossary, where each item is documented as it’s gobbled up. It’s also an accessible, easy to control game.

Hollow Knight (Team Cherry)

Platforms: Everything, except mobile.

Sales: Approximately 1.25 million units, when aggregating available PC and Nintendo Switch figures.

This entry is technically cheating, as Hollow Knight originally released in 2017. Its Switch launch happened this year, so that’s when I played it, and it’s sincerely excellent. The dark, dreary 2D action platformer stands out not just because of its challenging combat but because of its unique lore and creative world-building. It’s all about a lost kingdom of bugs, and those creatures that inhabit it. The player learns about secrets and mini-stories via exploration. Each time you proceed to a new area, you feel equal parts wonder and dread. It also has some of the most memorable boss sequences I’ve played the past couple of years.

Pokemon Let’s Go, Pikachu! and Pokemon Let’s Go, Eevee! (Game Freak, The Pokemon Company, Nintendo)

Platforms: Nintendo Switch.

Sales: In the two months since release, over 3 million units worldwide. The highest first week sales for a Switch title, until Super Smash Bros Ultimate hit 5 million at launch in December.

My final honorable mention is the latest set of adorable entries in the Pokemon franchise, which I’ll just call Let’s Go! because it’s a lot to type every time. These are re-made versions of 1998’s classic Pokemon Yellow featuring updating trappings inspired by 2016’s mobile phenomenon Pokemon Go. I grabbed the Pikachu version of Let’s Go!, of course, and loved building up my team of pocket monsters within the colorful world of Kanto, then using them to battle trainers and gym leaders. Favorite of my current squad? Arcanine. You can ride on its back, with Pikachu on your shoulder. That’s worth the price of entry alone!

There you have it. All the 2018 games worth playing! Well, there are other good games out there, but these are my selections for the best of the best. Thank you as always for reading, here’s wishing you all the best in the new year.

Sources: Photos are screenshots from my time with these games. Sales info as linked. Other information from company media and investor relations websites, Wikipedia, Venture Beat and NPD Group.

-Dom

2017 Year-in-Review: Dom’s Top 10 Video Games of the Year

Here we go!

 

Since it’s been one of the best years for video games this generation, it was almost impossible to (1) rank my favorite games and (2) make sure that I include as many as possible that deserve recognition during such a competitive time. It was difficult, but I’ve managed to narrow it down to a ranked list of my top ten favorite titles then a five honorable mentions for your reading pleasure (or disdain, if you happen to disagree.)

 

One disclaimer of course is that I will be sharing screenshots and exposition that may contain spoilers. If you haven’t finished your most-anticipated games of 2017 then.. wait, why haven’t you finished them if they were your most-anticipated? Seriously though, fair warning that there may be spoilers starting.. Now.

 

1. Super Mario Odyssey (Nintendo)

Platforms: Nintendo Switch.

Estimated Sales: At least 5 million units, based on around half of Switch owners purchasing it (there are 10 million consoles sold to date).

 

During a year in which Nintendo rebounded to achieve an array of accomplishments, its most relevant to me is fully rejuvenating the Mario franchise with this magical, exploratory open world 3D platformer. Super Mario Odyssey is a sprawling adventure of our favorite Italian plumber along with his new sidekick Cappy, and is a pure joy to play while “Cap-turing” enemies to take over their abilities and grabbing each one of its hundreds of collectibles. I’m left with the closest feeling possible to how I felt playing Super Mario Bros on the Nintendo Entertainment System during Christmas Day when I was little more than a toddler. Especially during a sequence in the city-themed Metro Kingdom that hearkens back to a timeless arcade title from the Japanese company.

 

It’s a game successfully split in two parts: The first tailored to a more casual audience wanting to experience the story of Mario attempting to save Peach from Bowser’s slimy grasp, this time under the guise of the villain kidnapping the Princess and planning their wedding on the Moon. Though by the end, I’d argue this is a distinctly clever take on the “traditional” Mario story. Princess Peach ends up dismissing the advances of both Mario and Bowser, in a wink-and-nod moment from the designers. Instead, she takes a trip of her own alongside Cappy’s sister Tiara, smartly bucking the tired trope of the damsel-in-distress we’ve seen her play since the 80s.

 

Then, the 2nd part is a surprising post-credits sequence targeting the most die-hard of completionists with brand new kingdoms plus a ton of puzzles and collectibles in existing areas. I’m treated to playing as Yoshi in the iconic Mushroom Kingdom, finding a theater in the Metro Kingdom with a playable version of the aforementioned Super Mario Bros and ended up conquering one of the most difficult levels in the franchise’s history. This final endeavor is a true delight, as it incorporates both platforming elements and the “Cap-turing” mechanic in fun, impressive ways.

 

If a video game that both tickles my nostalgia bone and stands as the pinnacle of its genre with new gameplay hooks, an unrivaled attention to detail and extreme polish doesn’t top my list, then I don’t know what does. It’s hard for me to find a glaring flaw with, except maybe that I wish Nintendo would hurry up and announce new future content (maybe a kingdom or two..) so I never have to leave the world of Super Mario Odyssey.

 

 

2. The Legend of Zelda: Breath of the Wild (Nintendo)

Platforms: Nintendo Switch, Wii U.

Estimated Sales: Similar to above, more than 5 million units. Likely even more than Odyssey because of Breath of the Wild releasing earlier.

 

Nintendo’s rebound began in March with the release of its Switch console and *probably* my 2nd favorite mainline Zelda game ever behind Ocarina of Time. Breath of the Wild is an action-adventure starring familiar characters like the timeless hero Link and Princess Zelda is the epitome of the “emergent storytelling” buzzword, a label often bestowed but rarely achieved. It’s set in the fantastical world of Hyrule, again haunted by the dark force Ganon, and the wonderful part is the world is wide open after a brief tutorial area for the player to run, explore and (most importantly) climb everywhere they can see. It features beloved areas like Goron City, Rito Village, The Lost Woods and countless others complete with their respective cultures and characters.

 

Now it doesn’t have the most engaging story, and lacks traditional “dungeons” that certain fans will miss. But I believe it MORE than makes up for this with intricate gameplay systems and an array of puzzles (i.e. shrines, mazes and collectibles) that allow for personal, powerful moments. If I thought I could do something, I could. Like of course a metal object conducted electricity. Absolutely it’s hard to climb when it’s raining. See that snowy mountain? Better bundle up before scaling it! Plus I’d often be rewarded with a useful in-game item, and ultimately a feeling of child-like awe inspired by so few games these days.

 

Admittedly, I was skeptical of Breath of the Wild prior to release. I was hesitant on weapon degradation, limited stamina and the necessity to prepare for the weather or elements. But I ended up actually really enjoying these systems within the broader world because each forced me to try new things, improvise under duress and consider a variety of factors when fighting, exploring or facing puzzles. The game is downright magical, and I honestly wouldn’t have it any other way.

 

 

3. Assassin’s Creed Origins (Ubisoft Entertainment, Ubisoft Montreal)

Platforms: PC, PlayStation 4, Xbox One.

Estimated Sales: Hard to say. Launch sales were twice as much as 2015’s Assassin’s Creed Syndicate, but that title had soft figures compared to others in history. It has almost 500K owners on Steam, but without specific console numbers I won’t speculate.

 

Ubisoft is another company that had a stellar year, and its best 2017 game is also its most important since it signaled a new direction for the decade-old Assassin’s Creed series. Set in Egypt around 50 BC during the occupation of Greek and Roman forces, Origins is hands-down the most beautiful game I played this year in terms of technical accomplishment and general art direction. (Note I played the Xbox One X Enhanced version. 4K, High Dynamic Range, all that). Not only that but it also implements a loot system where I’m constantly earning new gear with which to experiment, and its upgrade options allow me to spec my character in a way that aligned with my intended play style and equipment load-out.

 

Speaking of character, I appreciate that it leans into original ones more than historical figures this time. Though Cleopatra is a key part of the overarching narrative. The protagonist Bayek is a kind of super-cop of his era, while his wife Aya is more of a freedom fighter. Its characters are enriched by the story and especially its vastly improved side quests that build out Bayek’s legend. Mini-stories remind me of games like The Witcher 3 and Fallout in both their world-building and character development. In one such quest, an older man begs Bayek find a very important book that will allow his wife to pass safely into the afterlife. But when Bayek returns, the man has since passed away. Bayek is left to find the gentleman receiving last rites and in a bittersweet moment, he leaves the book alongside his body in hopes that it allows both him and his wife to rejoin each other in the world beyond.

 

My only knocks against the game is that the modern day sequences are not very engaging, and its huge map is daunting when you first enter the world. Even so, Origins has vaulted ahead of great entries such as the aforementioned Syndicate and even 2013’s Assassin’s Creed IV Black Flag to settle as one of my top picks in the entire franchise, because it takes risks and distinguishes itself as being able to stand on its own merits while also connecting with the underlying lore.

 

 

 

4. Horizon Zero Dawn (Sony Interactive Entertainment, Guerilla Games)

Platforms: PlayStation 4.

Estimated Sales: At least 3.4 million units, near launch. I’d wager close to 4.5 – 5 million by now based on the PS4’s user base rocketing above 70 million consoles.

 

Horizon Zero Dawn is the first “brand new” game on my list, as Guerilla Games creates a post post-apocalyptic world in which a small group of people has reestablished tribal communities after barely surviving a major calamity. Cool twist is in the 31st century, the main relics of the past are actually massive, mysterious robot creatures that resemble real-life animals or dinosaurs and are super hostile to humans.

 

But alas, Aloy is the playable character here and she’s a bad-ass, bow-wielding hunter-gatherer with an ability to combat these crazy mechs and even interface with them using technology from millennia past. After her mentor is tragically killed, she sets out on a quest to see why she’s so special and what actually happened to humankind. It’s a gorgeous, majestic open world action game with a gripping narrative and varied combat encounters as enemies require different tactics to outsmart and overcome.

 

The reason Horizon is so good is it borrows elements from a variety of games within the 3rd person action and open world genres then integrates them into a setting that is pure eye candy. For instance, take “Cauldrons.” These are cool-looking underground areas featuring light puzzles and tough combat engagements. Picture lots of neon lighting and man-made structures combined with natural formations. Emerging victorious from each Cauldron allows Aloy the ability to control a new set of machines, tying back into the lore of the world while also advancing the player’s set of powers.

 

In the end, Horizon features two parallel story lines: A brewing tribal war, and Aloy’s search for her past and discovery of the ultimate fate of ancient humans. These both pay-off in a big way, marking one of the most memorable blends of gameplay and narrative of 2017.

 

 

5. Destiny 2 (Activision Blizzard, Bungie)

Platforms: PC, PlayStation 4, Xbox One.

Estimated Sales: Well over 6.3 million units, based on Activision announcing it has outsold its predecessor. Activision also noted it’s the 2nd highest-selling console game in North America this year based on dollar sales, behind only Call of Duty: WWII.

 

Rounding out my Top 5 is what began as my most-anticipated game of 2017, the sequel to Bungie’s 2014 shared world, multiplayer shooter Destiny. Let’s be frank: Anyone that knows me or reads my Twitter timeline already knows how much I love this sci-fi franchise, so it shouldn’t be a shock that this ranks as high as it does despite mixed reactions from critics and community alike.

 

Destiny 2 is not a perfect game. But it is among the best in the business at what it does well. It has a most amazing art design, especially its wonderful sky-boxes and stunning color pallet, which players can now enjoy in 4K on premium platforms and an uncapped frame rate on PC. It has an intense, entertaining campaign that vastly improved on the original game. Its character customization and equipment options are varied so that no two players look the same, and the feeling of snagging that one piece of loot you’ve been hoping for is always triumphant.  Its co-op activities, especially the high-level “strike” missions and its difficult six-person raid, are unlike anything you’ll see in a modern first-person shooter.

 

Though what really stands out and keeps me coming back is its stellar gameplay. Its moment-to-moment mechanics of moving through environments to encounter and take out enemies is the best of any shooter maybe of all time. I argue this is its most important feature, outweighing any trouble it has with stagnant progression, end-game incentives and weak player-vs-player competitive play in the “Crucible” game mode. Like I said, Destiny 2 has its fair share of issues, but it’s still my favorite game to play alongside friends and I keep returning to it months after initial release.

 

 

6. NieR: Automata (Square Enix, Platinum Games)

Platforms: PC, PlayStation 4.

Estimated Sales: 2 million units.

 

I didn’t expect to even play Platinum Games’ follow-up to its cult hit NieR until I tried its short demo, available shortly before release. But this odd, way out-there action game with elements of JRPGs, arcade shooters and bullet hell genres stands out in a competitive year mostly because of its magnificent soundtrack, unique structure and absolutely outrageous story that forced me to contemplate the very nature of existence and what it means to be “alive.”

 

Deep stuff, I know. But when a game takes place in a distant future where androids, created by humans, are locked in a perpetual battle with machines, created by ancient aliens, you know it’s going to go places. And go places it does. I don’t want spoil too much, but what NieR: Automata does so well is it tells its overarching story from the perspective of multiple protagonists: Androids with “designations” like 2B, 9S and A2 instead of actual names. The androids and machines of this future world are mostly fighting each other, true, but are also learning about themselves and the world as this fight wages on. It shows how the created begin to take on characteristics of their creators, and what happens when these artificial intelligences begin to discover what, and eventually “who,” they actually are.

 

Some of the knocks against the game are it isn’t the prettiest-looking (and it ain’t), its map is a jumbled mess, its systems are opaque and the second “act” drags on because the player is revisiting a major story line from the first but in a slightly different way. This is why it’s not higher on my list. And it’s so difficult to talk about the genius of NieR: Automata without doing a full analysis of its story and themes, but suffice to say that if you are into games with killer soundtracks or narratives that weave themes of philosophy, science, AI and existentialism, then you will dig the heck out of this one.

 

 

7. Cuphead (Studio MDHR)

Platforms: PC, Xbox One.

Estimated Sales: 2 million units.

 

Since Cuphead’s reveal during E3 of 2014, I had been using the same (bad) running joke: Whenever someone brought up the game, I’d say “Believe it when I see it. And I don’t think I’ll ever see it.” Think about it: A super ambitious, hand-drawn title using the animation style of a 1930’s cartoon being developed by a tiny studio run by a family that had never commercially released a game. A niche Microsoft exclusive showed at every trade show for years, rumored as nothing but an onslaught of very challenging boss fights in a two-dimensional play area. Then, it was updated to include platforming levels that felt “tacked on” by those that saw them behind closed doors. Plus, for a long while, there was no release date in sight.

 

Boy am I glad that I was wrong, as were those that previewed those early builds, now that it’s hit the market. Sibling tag-team of Chad and Jared Moldenhauer, along with help from Chad’s wife Maja and others at Studio MDHR, have made one of the most extraordinary video games I’ve ever played. A run-and-gun platformer that literally looks and feels like a cartoon made during the time between the Great Depression and World War II. Yes, it’s still mostly an onslaught of bosses with a handful of collectible platforming levels scattered between. But it *works*. Each foes is expertly-crafted and animated with such nuance and skill that I’m still in awe it exists. Plus it has a snappy overworld, a multitude of weapon types and purchasable power-ups allowing different styles depending if a player wants more health or the ability to teleport. And it’s music.. Spectacular. Imagine an epic boss battle amidst a backdrop of an iconic jazz or bouncy swing tunes playing live as you methodically dismantle your opponent.

 

Its main downside is the barrier to entry is high, as many players will be turned off by its difficulty including an especially frustrating sequence right before the final encounter. However for those that are fine failing over and over again just to experience that one moment of monumental triumph, Cuphead is best-in-class.

 

 

 

8. PlayerUnknown’s Battlegrounds (Bluehole/PUBG Corporation, Microsoft Studios, Tencent)

Platforms: Mobile, PC, Xbox One.

Estimated Sales: 30 million units. (And it will probably be, like, at least a million more by the time you read this.)

 

Here it is. Better or worse, PlayerUnknown’s Battlegrounds (or PUBG for short) is the biggest story in gaming this year. And it wasn’t even a full commercial release until just a week ago, spending the bulk of 2017 in a preview mode on PC. It’s even still an “early access” title on Xbox One. The battle royale, Hunger Games-style multiplayer game that started as a mod for survival games is a phenomenon because of its simple yet elegant premise: One hundred players parachute out of an airplane onto an island full of weapons and armor, and the last person standing wins.

 

You might say: “That’s not original! I’ve seen this before!” And you’d be right. It’s one of many in the battle royale, last man standing genre. But I’d argue why PUBG is so beloved (and hated, by its detractors) and ultimately successful is a much more nuanced discussion. It’s a game going for realism, but its charm actually lies in its rough edges and “jank.” Its natural pacing is impeccable, as players experience the endorphin rush of a good loot game every single match between moments of high intensity and much-needed recovery. Its combat is very difficult to master, which means every successful kill feels like a victory in and of itself and an actual victory feels like bliss.

 

Similarly, every mode echoes a different genre: Solo play is a stealth-action horror game, where death can be behind any corner.. or bathroom door. Duos becomes an intricate, technical tango between two players calling out drops and enemy locations. And squads mode is a frantic, fast-paced feud of four-person teams. PUBG offers something for every type of competitive player, and its “circle” mechanic where the map slowly shrinks forces the action no matter the mode, resulting in memories and YouTube videos galore.

 

From a technical standpoint, PUBG has a long way to go. It only has two maps on PC, and just one on Xbox. It crashes and drops connections regularly on console, to a maddening effect. Though it has a solid foundation in place, and an addictive gameplay loop can hold players over until its tech is cleaned up and more variety is offered in terms of map locations. Here’s to your next Winner Winner, Chicken Dinner!

 

 

 

9. What Remains of Edith Finch (Annapurna Interactive, Giant Sparrow)

Platforms: PC, PlayStation 4, Xbox One.

Estimate Sales: Yet another one where it’s hard to tell. Almost 120K owners on PC, but indie publishers often don’t disclose exact overall sales figures.

 

Indie studio Giant Sparrow’s spiritual successor to The Unfinished Swan is a masterwork in storytelling and world-building, and an emotional journey into one family’s tragic history. It follows Edith Finch, the last remaining survivor of her family, returning to her childhood home in the Pacific Northwest to delve deep into the memories of her deceased relatives. As the player, I walked and explored this makeshift house that seemed to reach into the heavens, climbing until I reached its pinnacle which both physically and figuratively acted as the climax of the overall narrative.

 

Its story is told via a sprinkling of vignettes showing each relative’s last moments, from a food-poisoned young woman who believes she is transforming into animals to an infant playing gleefully in a bathtub to a grieving uncle who opted to live in secrecy in a bunker underneath the property. In its most poignant mini-story from both a gameplay and story perspective, Edith’s brother Lewis is a drug user and cannery worker who daydreams of being a prince in a fantasy world. The game sees you controlling Lewis cutting fish with one hand while simultaneously moving about through his fantasy world with the other. The scene plays out as him traversing mythical lands to find his true love, the princess, all the while conducting the mundane task of his day job. It’s bittersweet in its message, and flawless in its execution.

 

Some of What Remains of Edith Finch is predictable because of its linear nature, and it’s a dreary game in terms of its overall look, but its unconventional story and final payoff outweigh these flaws to become one of my major indie recommendations for 2017. Its vignettes perfectly encapsulate snapshots in time, right before tragedy strikes. Moments that the main character, and I, end up cherishing.

 

 

 

10. Nioh (Sony Interactive Entertainment, Koei Tecmo, Team Ninja)

Platforms: PlayStation 4, PC.

Estimated Sales: Over 1 million units. Likely more, since that was a figure based on the weeks after release way back in February.

 

Rounding out my personal “Top 10” is Team Ninja’s challenging, hack-and-slash RPG Nioh. Set in feudal Japan, the protagonist is an Irish sailor turned samurai (yes, you read that right) named William who embarks on a quest to take down a devious villain with supernatural powers. One twist is this dark version of Japan is infested with not just human warriors but otherworldly foes called “yokai,” some of which tower over William in foreboding fashion or evolve into different forms. Upside is William can also call one of a number of spirit animals to his aid, and he builds an arsenal of melee and ranged weapons to support his effort.

 

Nioh is far from an easy game, especially early on when you have limited options in terms of armor, skills and upgrades. Many enemies can take out William in one or two swings of their weapon or a well-timed elemental attack, so cunning and timing are essential in combat. I needed to carefully consider my path through each level, unearthing shortcuts along the way that help when I respawn after my inevitable demise. But its epic boss fights are the real treat: Beating adversaries like a former mentor turned massive, pipe-smoking toad, or a hybrid lion-dragon chimaera monster or even a gigantic multi-headed sea snake is akin to the ecstasy felt if succeeding in games like Dark Souls or Battletoads.

 

Another draw of Nioh is it’s extremely rewarding in terms of loot and currency, seeing each battle result in a literal explosion of items to pick up from the ground. It also integrates a number of smart systems. When you die, a version of your character can then be summoned in other players’ games as a ghostly “Revenant.” You can also summon co-op partners to support in your current mission, or even have the ability to run most missions with a friend. Lastly, it offers higher-level versions of its missions that reward the most coveted gear. It’s this cross section of rewarding gameplay, intricate systems and the jubilant feeling after each encounter that makes Nioh so special.

 

Honorable Mentions (Alphabetical Order):

 

Call of Duty: WWII (Activision Blizzard, Sledgehammer Games)

Platforms: PC, PlayStation 4, Xbox One.

Estimated Sales: Best-selling console game of the year globally, and has generated over a billion dollars in revenue. Quick calculation leads to around 16-17 million units assuming it sells most of its copies at full-price. But if we assume discounts & exchange rate conversions etc, I’d wager 14-15 million already.

 

 

Hellblade: Senua’s Sacrifice (Ninja Theory)

Platforms: PC, PlayStation 4.

Estimated Sales: Over 500K units. Ninja Theory disclosed that the game has exceeded expectations and is now profitable.

 

 

Resident Evil 7: Biohazard (Capcom)

Platforms: PC, PlayStation 4, Xbox One.

Estimated Sales: 4.1 million units.

 

 

 

Splatoon 2 (Nintendo)

Platforms: Nintendo Switch.

Estimated Sales: 3.61 million units.

 

 

Wolfenstein II: The New Colossus (Bethesda Softworks, MachineGames)

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

Estimated Sales: Unfortunately not a huge commercial success. Just above 370K owners on Steam. No word on exact overall or console sales.

 

 

There you have it! What a year. I hope you gamers out there were able to play some of these titles, and got as much enjoyment out of them as I did. Thanks so much for making it this far, and let me know how you feel about these in the comments or on Twitter! Here’s hoping 2018 can live up to its incredible predecessor.

 

 

Sources: All screen caps taken by yours truly on one of the listed platforms, usually Xbox One for multi-platform titles. Estimated sales from an amalgamation of sources, including company announcements, financial statements, NPD Group, GfK/UKIE, equity analysts, social media posts etc. If you are interested in details behind sales stats, please drop me a line.

 

-Dom

Working Casual 2017 Year-In-Review: Over-Review

 

Hello all!

 

It’s been.. let’s call it.. an “interesting” year. Despite my writing output obviously declining, and the current state of the geopolitical climate (which is something I don’t critique or comment on here), it’s actually been one of the best in recent memory in terms of video games and the technology surrounding the medium. 2017 has seen both Nintendo and Microsoft release a new console, innovation in the augmented/virtual reality and mobile spaces, a stellar year for video game stocks plus some of the best darn games of this entire generation if not ever. Gamers and techies have been treated to an awesome 12 months, admittedly if only within our immediate “bubble.”

 

In celebration of the past year, I’ll now round up my thoughts on some of its most important topics and products, similar to last year’s pieces. I’ll update this post throughout the next week, as I cover the following:

 

Dom’s Top 10 Video Games of the Year

 

Top 5 Influential Gaming, Tech & Media Companies of the Year

 

Top 3 Impactful Deals or Mergers of the Year

 

Best & Worst-Performing Gaming, Media & Tech Stocks

 

 

If you participate (or participated) any of the year-end celebrations, I’ll take this opportunity to wish you a happy, healthy holiday season and a very Happy New Year into 2018. But it’s not over just yet, so stay tuned!

 

-Dom

2016 Year-In-Review: Top 3 Impactful Deals of the Year

During this Year-In-Review post, I wanted to acknowledge some of the merger and acquisition activity impacting the sectors I cover.

 

The following are three of the most “impactful” deals of 2016, which will lead the involved companies into growth areas for 2017 and beyond. Two of them revolve around mobile gaming companies and the last involves a major wireless firm with a media conglomerate in one of the largest mergers announced last year.

 

In chronological order, here are three of the deals that impacted gaming, media and technology markets in 2016:

 

 

February: Activision Blizzard completes its purchase of King Digital Entertainment PLC for $5.9 billion, allowing the major game and software publisher exposure to the ever-growing mobile market via the Candy Crush series in particular.

 

 

June: Chinese tech giant Tencent announced it is set to purchase Supercell for $8.6 billion, further strengthening its mobile dominance and expanding to markets outside of Asia with the Clash of Clans franchise among others.

 

 

October: AT&T agrees to purchase Time Warner Inc for a monumental $85.4 billion, establishing the wireless giant as a gargantuan media conglomerate with not only ownership of physical and digital distribution channels but content creators themselves such as CNN, HBO and Warner Bros.

 

Sources: King Digital Entertainment PLC, Supercell, Time Warner Inc, Wall Street Journal

 

-Dom

2016 Year-In-Review: Top 5 Influential Gaming Companies of the Year

Back again with another 2016 Year-In-Review post!

This time, let’s keep it a bit free form. I wanted to post about some of the companies that have influenced my gaming habits this year, or those that have had significant impact on the industry as a whole.

So, in alphabetical order, here are five of the most influential companies in gaming for 2016 and a quick note about each. Which companies, developers or publishers influenced your habits this year?

 

 

Activision Blizzard, Inc.

Annual Revenue: $4.6 billion

Major public publisher produced some of the year’s most recognizable and top-selling games, including Call of Duty: Infinite Warfare, World of Warcraft: Legion expansion and newcomer Overwatch.

 

 

Bethesda Softworks (Subsidiary of ZeniMax Media)

Annual Revenue: $89.2 million (Parent Company)

Independent, private publisher responsible for various notable titles in 2016, in particular: id Software’s DOOM and Arkane Studios’ Dishonored 2.

 

 

Electronic Arts

Annual Revenue: $4.4 billion

Along with its usual annual sports titles, which it continues to support with “Ultimate Team” fantasy-type modes, EA produced a pair of notable FPS games: the resurgent title in the Battlefield series, Battlefield 1, and critical darling Titanfall 2.

 

 

Sony Corp

Annual Revenue: $72.1 billion

Sony manufactures what continues to be the highest-selling console this generation, the PlayStation 4, which saw an upgraded “Pro” version in 2016 plus the firm launched its foray into virtual reality with the PlayStation VR headset.

 

 

The Pokémon Company & Niantic, Inc.

Annual Revenue: NA

TPC and Niantic were responsible for the year’s biggest gaming phenomenon in Pokémon GO, not to mention the former published two new entries in the Pokemon handheld franchise late in 2016 in Pokémon Sun and Moon.

 

 

-Dom