Austin Walker's Top 10 Games of 2014

Austin Walker is a critic, live streamer, academic, freelancer, game designer, and probably some other stuff too. Maybe you read his piece on Shadow of Mordor? No? You should. Follow his work on Twitter, Paste, and his blog, ClockworkWorlds.com.

10. Dwarf Fortress

Encouraged by this post by Graham Smith, I decided that This Would Be The Year that I learned to play Dwarf Fortressor at least its slightly more-approachable open-world roguelike mode. And that was a good choice, especially since a major patch released in June made that segment of the game even more strange and fascinating than ever before. Read some tutorials, watch an LP or two. And dip into the Legends Viewer too, so you can read about the lives of elvish revolutionaries and mediocre vampires.

9. Invisible, Inc.

Invisible, Inc. is the first early access game I’ve ever really followed. And I’m not sorry even a little. Jason Dreger, James Lantz, and their team at Klei have made a tactical cyberpunk espionage thriller with board-game like transparency and an aesthetic that transports me instantly to this world. It is smart and fun and hard and you should play it.

8. Skulljhabit

One of the many interesting games Porpentine made this year, Skulljhabit felt like a response to both Cookie Clicker and Dark Souls, but it really does stand on its own merits. There's an inescapable cycle of labour and death, an all-consuming fog, a distant skull queen and her strange ministers. There are little victories, the setting of personal goals, and a precarious relationship to knowledge: I always felt like I only knew just enough to get myself hurt.

7. Veracity and Purpose

Veracity and Purpose is a gift, both figuratively and literally.

Figuratively, it is a free game for us to play that, I think, takes careful consideration of art and history and limits of “national character.” The prose is sharp, and there’s a good trick. I like good tricks.

Literally, Veracity and Purpose was made for me, for my birthday, by my good friend Jack de Quidt. This is a thing that games can be now, thanks to tools like Twine. They can be gifts we make each other in our spare time, that we send across the web, that are personal and quiet and small and don’t need marketing budgets. Twine isn’t the only accessible tool: RenPy, Game Maker, Unity, Construct2. There are more and more every year.

In 2015, I dare you to make a game and send it to someone. If you don’t have someone to send it to, send it to me.

6. Nested

Elizabeth Barnes is wearing bermuda shorts, a t-shirt, and a top hat. She's on vacation, you see, walking around The Tremendous Tower, the largest building in the capital city of the North-west rainy region, in the country of Banglasnia, on the continent of Eunia, on a telluric planet in some distant star system. Right this second she's remembering the days she graduated high school and college, and thinking of those times she played chess with her sister. She's worried, certain something is about to go horribly wrong. "They don't think it's like this," she says to herself. "But it is."

Elsewhere, an entire galactic supercluster away, a squid swims through the sea. I click on “Thoughts” to see what goin’ on in its squidbrain. “Party time," it thinks. Cool, squid.

Nested is a textual, list-based walking simulator for whole universes that don’t exist until you visit them. I don’t know what else to tell you.

5. Intimate, Infinite

Robert Yang calls Intimate, Infinite a “series of games” inspired by Jorge Luis Borges’ short story “The Garden of Forking Paths,” but it isn’t. This is a swerve. This is like saying a submarine is a series of small underwater rooms, as if the engine room has no connection to the bridge; as if you could just safely decouple the kitchen and not worry about people starving. Or maybe I’m wrong. Maybe this is a series of games, the way a pile of wood, cement, and nails is a collection of building materials. It’s up to you to make it into a house.

In any case: go poke at this thing until you figure it out. It’s worth it.

4. Titanfall

Listen. I could say a lot about how Respawn Entertainment carefully built a more approachable shooter by combining MOBA creeps, less predictable (but still learnable) movement vectors, and a second tier of low consequence, yet larger than life combat.

Instead, understand this: As a #teen, my favorite episode of anything ever was Mobile Suit Gundam: 08th MS Team #10, “The Shuddering Mountain (Part 1).” Unlike the rest of the Gundam oeuvre, 08th MS Team was grounded--jungle combat, urban warfare. Just a team of buds and a lot of shitty situations. “The Shuddering Mountain (Part 1)” was that in concentrate: Just robots and buildings and time. The only thing that would've made it better, I thought back then, is if the protagonists had lost.

Well, a decade later, when Origin user Able16 single-handedly decimated my squad of ragtag friends for the third time in two days, my wish came true. We’ll get you one day, Able, but until then we’ll laugh every time we die.

3. Kentucky Route Zero: Act III

Kentucky Route Zero’s third episode could’ve stopped just 45 minutes in and, it still would’ve been one of my favorite games this year.

There is a moment about that far in that is so sharp and so fresh that it gave me a deep hope for the future of games. I won’t spoil it for you, but when it was over I sat up in my chair, took a breath, and said “Oh. Right.This is a thing that games can do.”

And then the game kept going! Throughout its many releases, Kentucky Route Zero has always been a strange interrogation of American decline, labor, art, and play; Act Three tackles each with singular. An undead whiskey distribution center. Robotic chillwave musicians. An ancient computer that re-interprets Colossal Cave Adventure, the game that literally gave the “adventure” genre its name.

It’s so easy to dismiss Kentucky Route Zero as being aloof and weird and pretentious--sometimes even we fans of the series involuntarily do this by invoking shorthand like “Lynchian” or “surreal” without any expansion on those terms. I think all those words miss something in KRZ. There’s a materiality: trucks need gas; legs break, text boxes feel tactile. And it has a historicity, too. KRZ is aware of, and plays with, all of the many contexts it emerges from and reflects.

In his book Gaming, Alexander Galloway writes about how central the act of “configuration” is in games. Kentucky Route Zero keeps on reminding me that there’s still lots of cool shit to configure.

2. 80 Days

Meg Jayanth and the folks at Inkle rehabilitated a genre that I’d previously had no interest in seeing fixed.

A couple of years ago I basically decided I was done with steampunk. Time and again I found steampunk media to be this weirdly sanitized version of the Victorian and Edwardian eras. It so often felt like it wanted the aesthetic of those periods without any the troublesome (but interesting!) baggage. So I decided I was done.

And then: 80 Days did steampunk justice.

Inkle’s 80 Days is a major re-imagining of Jules Verne’s Around the World In Eighty Days. Verne’s story focuses on Fogg, a rich Englishman, utilizing the (then recent) imperial spread of European culture and technology to win a dare. But in 80 Days, Jayanth shifts the perspective to Fogg’s servant, Passepartout--whose lower social standing immediately shifts the character and tone of this branching story about world travel. You manage your master’s condition, plot travel routes, trade goods, and engage in intrigues personal, public, political, and romantic. To be perfectly honest, this part of the game could’ve won me over by itself: it’s a game that depicts the wonderful mundanity of travel: did you bring your hairbrush? Are you dressed like you belong in this crowd? What souvenir do you bring home? I’m a sucker for things like this.

But 80 Days goes further: In place of Verne’s then-contemporary setting, Jayanth leverages the vast array of differences in cultures and histories to create a unique steampunk setting. Secret automatons. International politics. Walking cities. Working class revolts. Air Pirates. Sexual experimentation. Mysticism, but mysticism that doesn’t fall into Orientalism. And best of all, the beautiful, dangerous powder-keg tension of a world growing smaller as new technologies bring us closer together.

It was easy for me to decide I was “done” with steampunk. Easy and useless. 80 Days has scolded me for this.

It is rarely enough to say “No, I don’t like that.” Good critique (whether it comes in the form of an essay, a tweet, or a new game) addresses the subject’s internal contradictions and uses those to undermine it, before creating something new and valuable in its own right. I’ll do better next time, Inkle.

1. Fantasy Life

I’m so ambivalent about Fantasy Life. I mean, I’m ambivalent about basically everything. At the center of that ambivalence is a tension between two very real needs: the need to take care of ourselves and the need to take care of others.

This year we’ve been forced to face hard truths about our community and our country, and this has put the need for self-care and the need for social improvement in conflict over and over, again and again. Do you spend the night engaging with the rando on Twitter who seems to be coming from an honest place, or do you take the night off and just watch some shit? Do you correct your racist uncle at the holiday dinner, or just roll your eyes and rub your temples? Do you put on your heavy coat and walk down to the protest, or just hit RT from the comfort of your bed? Fantasy Life connects to this tension for me in two major ways.

First: it is exactly the sort of power fantasy that I hate. Through narrative and mechanics, you’re told that you can do anything (“if you try hard enough!”) As you work through your different fantasy “lives” (read: jobs) you’re encouraged to keep at it. You’re told that you can make it through this, and you’ll be rewarded for your hard work! This story shows up in media and in common wisdom over and over, and anyone who has studied the history of, well, any field knows it’s just not true: lots of folks work really hard and never receive any reward, or have their reward taken from them, or sometimes it takes years and years to even really know who did what work. Alan Turing was chemically castrated. No one taught me about Ada Lovelace. Housing regulations and practices made it next to impossible for black families in America to gain prosperity lasting more than one generation at a time. The “you can do it” refrain keeps us from asking, “Why can’t some folks do some things?” Stories that guarantee that we’ll be well rewarded often keep us pacified, making sure we don’t demand the reward we deserve for our hard work.

But, second: Fantasy Life hit the 3DS exactly when I needed that encouragement. Exactly when I needed to perform a whole load of self-care. It came after months of seeing online harassment and death threats coming from GamerGate, a group that, whatever the interests of its individual members, was structurally and ideologically built in a way that would ensure more harassment and more death threats. And Fantasy Life came after months of watching folks march in the streets hoping to get some degree of justice for the unjust use of state sanctioned violence. And Fantasy Life did address these issues. It was committed to diversity in its cast of characters, and the writers (and/or localizers) went out of their way to critique stereotypical depictions of characters of color and women. And it offered peaceful play, and it imagined for us nations that are imperfect, but which hold the possibility of real improvement.

And it’s clever.

And there are songs, good songs.

And it’s warm.

And there’s been so little warmth this year.

And more than any other game on this list, in 2014, I needed Fantasy Life.

Game of the Year 2014
Titanfall
Invisible, Inc.
Kentucky Route Zero
Fantasy Life
80 Days
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Giant Bomb's 2014 Game of the Year Awards: Day Five Text Recap

Well, that's just about it from us here at Giant Bomb. Enjoy what's left of your 2014, check out today's mammoth podcast and the conclusion to our video documentary, and we'll be back at you with fresh faces, fresh places, and fresh... spaces? For 2015? OK, that doesn't really make any sense. Hey, just have a good time and stay safe out there. Thanks for checking out our awards!

While big-budget video games forgot about horror for a few years, independent developers picked up the slack. Amnesia: The Dark Descent remains worthy of horror's crown, but P.T. reminded us what happens when unlimited resources are thrown at a horror experience. P.T. simply asks players to walk down the most detailed hallway ever created for a video game and see what happens. Teaser, demo, whatever--it was the scariest thing made in 2014.

The Silent Hills connection makes it even more fascinating; no one's given a damn about Silent Hill in years. Konami hasn't treated the seminal horror series very well, but it hasn't stopped it from making new games every so often. For whatever reason, perhaps out of desperation to do something new, Metal Gear creator Hideo Kojima decided to take Silent Hill under his wing, and unleashed P.T. on us this year.

Thank you.

Every time you walk down the hallway, something changes. Or maybe it doesn't? A closed door is now open. Some floorboards creak in the distance. A baby wails around the corner. Shadowy figures watch from the floor above. A bloody casket, wired to the ceiling, bangs back and forth. P.T.'s repetition lulls players into lowered expectations, and finds terrifying success over and over. It uses surprise to terrify.

P.T. literally stands for Playable Teaser, and it's a nightmarish glimpse into what Kojima and filmmaker Guillermo del Toro are crafting for Silent Hills, a game that's most likely years off. Even if Silent Hills doesn't pan out and the series remains in creative limbo, we'll always have P.T. That hallway will never go away, beckoning the daring to make one more trip through. Who knows what's waiting this time?

Neverending Nightmares, Alien: Isolation

Look, we could get into some exhaustive list of messed-up games and break down why broken games ship and how that's still not OK, but let's just be blunt. We're all aware of the issues faced by many different games this year. It's unacceptable. Stop shipping broke-ass games, you idiots, you're messing it up for everyone.

Sonic the Fucking Hedgehog, Ubisoft's Standardized Open-World Template

As we scoured Steam for games to Quick Look, we came across a reminder that it wasn’t just big-budget triple-A games that were busted this year. Ghostship: Aftermath tries to ape the spooky space vibe of Alien and Event Horizon, but instead offers up the glitchiest, most tedious experience of the year.

Every element of the game reeks of low-budget slapdashery, from the laughable voice-over work to the unlicensed use of actual Coke and Pepsi logos. It tries to keep the action fresh as the entire ship is randomly generated between deaths, but this means having to listen to the same unskippable cutscenes time and time again. If you can survive long enough to get to the actual shooting, keep an eye out for the manic, walking butts that randomly clip through every part of the environment.

Rambo: The Video Game, Enforcer: Police. Crime. Action.

Ah, 2014. What a long, strange year it's been. This was the first full calendar year on the books after the launch of all the new consoles, the year we expected those new machines to truly come into their own with a healthy slate of impressive software that said "this is what next-gen video games look like." Then a ton of those games got delayed into 2015.

There were still plenty of eminently worthwhile games that did release this year, though, and choosing our consensus favorite was perhaps easier than it's ever been. Whittling down a list of the best games of the year until we find the one game everyone can agree on, the one game everyone is happiest with, is usually grueling and results in someone feeling bitter or shortchanged. Not this year. There was scarcely a person on staff who didn't feel good about Middle-earth: Shadow of Mordor, what it brought to its respective genre, and how much fun it was to play.

Coming out of E3, Mordor went from a game nobody was talking about to one we cautiously hoped would bring something genuinely new to the open-world genre, and the game didn't just meet those expectations, it surpassed them. The Nemesis system that populates Mordor with dozens of uniquely characterized enemies gave the game's open world a feeling of dynamism and unpredictability that's not quite like anything we've seen in this genre. While it's a little trite to say that we hope every open-world game has a Nemesis equivalent going forward, this does feel like a small inflection point for action games, where ingenuity in game design meets more advanced AI, simulation, and computing power to generate video game worlds that feel just a little less faceless and a little more real than they used to.

Even setting Nemesis aside, Mordor's fundamental gameplay was entertaining as hell for hours and hours. Climbing around on ancient ruins and stabbing bad guys in the back has never been this much fun, and we hope other such franchises take a long look at everything Shadow of Mordor does right before they move on to their next installments.

Bayonetta 2, Far Cry 4, Call of Duty: Advanced Warfare, Hearthstone: Heroes of Warcraft, South Park: The Stick of Truth, Jazzpunk, Shovel Knight, Mario Kart 8, Destiny

Game of the Year 2014
Silent Hills
Ghostship Aftermath
Middle-earth: Shadow of Mordor
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Brad Shoemaker's Top 10 Games of 2014

Hmm, yes, "2014 was a weak year" and "consoles are taking forever to prove themselves" and so on and so forth. You've heard plenty of that by now, so let's just move on to the good stuff, huh?

While I feel like every game on this list comes with a caveat of one sort or another and there weren't any standouts that felt like true, indelible classics, there was also a huge number of good games that I really enjoyed this year, too many to make it onto this list. Wolfenstein: The New Order was better than it had any right to be, and I actually managed to enjoy a Call of Duty campaign for the first time in years with Advanced Warfare. If I'd finished the former or spent more time with the multiplayer in the latter, either could very well have ended up on this list. Other games I wish I'd put more time into include Bayonetta 2, Dragon Age: Inquisition, Captain Toad, and Shovel Knight (and I hope to catch up on those over the coming months). But then, you can only speak about the games your natural interests led you to play, right? Maybe if those games actually rated on my list, I'd have played them more.

It's not just early access, it's very early access; the initial release was missing a lot of content, but the way the game plugged the holes where that content was supposed to be was pretty clever. But the content that was already included made Crypt of the Necrodancer my favorite indie pick-up-and-play game this year, combining the fast-paced precision of a rhythm game with the variety and depth of a rogue-like. And lord, that Danny B soundtrack. I almost dismissed this as "that game they show at every PAX that you have to play with a dance mat," but I'm very glad I finally stopped and gave it a look. They're adding in that missing content on a regular basis (and communicating what's new and what's coming to the audience pretty well), and I'm excited to see what the game looks like once it all comes together.

Yes, it's a rerelease, and yes, the PC version will probably be even better in January, and... yes, I had some issues with the original game last year, but somehow GTA V finally clicked for me on the PS4 this time around. While I still wish Rockstar populated this open world with a wider variety of structured side content--something I think Red Dead Redemption did a better job of--I came to appreciate the act of simply existing in and traveling around this incredible faux Los Angeles, rendered as it is with both enormous breadth and a staggering level of detail. The huge improvements to the visuals and the ability to drop into first-person view to get an up-close look at the inventory of some shitty Beverly Hills-esque boutique or the revolting squalor of Trevor's methed-out trailer made the world feel that much more real, and somehow that helped me get more invested in the storyline on my second try.

Metal Gear has always gotten by on thematized weirdness more than solid play mechanics, so I was as surprised as anyone at how much fun I had sneaking around the Cuban base, tagging guards from afar, shooting them in the head with a tranq pistol and then dumping their bodies out of sight. The game has robust enough AI routines and physics that it hits all the right open-world notes, even if it's on a dramatically reduced scale, and damn does it look good. Too bad the story is nine-tenths bland and uneventful (and the other tenth needlessly graphic), but if The Phantom Pain is just going to be a couple dozen more hours of this in a much larger world, I'm all in.

Sunset Overdrive is the most an Insomniac game has ever grabbed me (Ratchet & Clank and Resistance never really did anything for me, and let's not talk about Fuse). Bright, cheery, irreverent, hyperkinetic, good-natured and funny (mostly), it's just a splendid time. While the lineup of guns didn't quite click for me and the urban bouncing-and-grinding traversal felt like it was only about 80 percent of the way to perfection, spending a dozen hours in Sunset City was still a heck of a lot of fun. Great boss fights and a nicely executed ending, both of which are too rare in big-budget games lately. I sure hope they get to make another one.

Sure, I know a lot of the people who made this, so grain of salt and all that, but I love how obvious it is that Transistor was made by people who used to make strategy games for a living. The quasi-turn-based combat and endless combinations of abilities (I love the idea that you can sacrifice an active power to turn it into a related passive effect) make for a type of strategy that's not quite like anything else I can remember playing. The slightly nebulous, mysterious world-building is really intriguing and builds steadily as you move through the story, and I found the setting that blends low-level computing concepts into the everyday life of the populace to be really interesting. And, of course, the visuals and music in particular are just some of the best in video games. Ultimately, Transistor didn't hit me with quite the emotional gut-punch Bastion did, but every aspect of this game is made with such an incredible degree of craftsmanship that I just can't not respect the hell out of it.

Far Cry 3 tumbled down my list in 2012 due to its enormous bummer of a storyline, so you might think that Far Cry 4--which marries numerous improvements on the same formula to a story that's both more interesting and better told--would be right up there at the top this year. Where 3 was a revelation in terms of its open-world design and mission structure, though, 4 is... more of that. That's not a bad thing (unless Far Cry 5 etc. etc.), it's just inherently less exciting. At the time of this writing I'm still having a hell of a lot of fun soaring around the Himalayas on a little jury-rigged lawnmower/helicopter, shooting a grenade launcher at convoys below or setting up elaborate land mine traps before taunting a herd of rhinos. There's so much open-world nonsense to get into that I haven't even made it to the second area of the map yet. It'll probably be ages before I finish this, and that's just fine, because as of right now I don't want it to end.

This is practically the perfect open-world game. Extremely satisfying components--climbing, stealth, melee combat--that are in some ways better than the games they take inspiration from. Tons of side content that's actually fun to do over and over. But it's the dynamic named enemies of the Nemesis system that really elevates Mordor and makes it feel like a wholly original, invigorating experience. If open-world or sandbox games are all about creating unique moments specific to your experience that you're going to remember, Mordor takes that idea and codifies it with the single freshest new game mechanic I saw this year. Pity the storyline is all over the place and largely inconsistent with Tolkien (and just kind of bad), or this could have been at the top of my list.

Alex's review summed it up perfectly, so I'll just paraphrase that: It's hard to imagine how you could make a better video game out of South Park. The game is just packed so densely with good material, the writing is really sharp, and even the JRPG mechanics become good fodder for humor. I haven't watched the show in several years and often found it to be pretty hit-and-miss, but very little of the content packed into this game misses and there are so many absurd or disgusting or downright unbelievable moments that it'd be hard to remember them all. Of course, you have to mention how perfectly Obsidian recreated the show's visual style, but one of the things I love the most is the wide array of clever makeshift fantasy trappings created out of everyday objects, like the weapons and armor you can buy or the medieval tavern recreated in someone's living room. As much as the characters in South Park exist as vehicles for Parker and Stone's unapologetic sense of humor, Stick of Truth's make-believe world reminds you that they're also, you know, kids.

Destiny is one of the best games in 2014. Boom. I said it. Try and argue!

Actually, you could mount a pretty stiff argument against Destiny. There's too much item grind at the end. (They've relaxed some of that stuff.) There's just not enough content. (The raids and heroic and nightfall missions are way more interesting though, seriously!) The storytelling is shockingly barebones. (Yeah, not much rebuttal for that one.) There are plenty of valid reasons that you might play Destiny to the end of the story, such as it is, and walk away from it feeling some degree of disgust. Clearly many people have.

There was something undeniable about Destiny, though, that ensured I couldn't stop playing it. No, I don't think Destiny is the "best" game of 2014, by whatever objective standard of bestness you want to apply. But I do think you have to make serious concessions when you're having this much fun with a game for this many hours, whatever aspects of it you wish were better. At least I do. The shooting is just so damn good, and so varied, with all the combinations of different weapon and damage types, classes and subclasses, difficulty modifiers and level offsets. Call it Best Shooting of 2014. I still lust after various guns and armor. I like the way the game looks and feels and moves. I like how it's set in our solar system, and how all the future space machinery has the same drab, form-before-function look of today's modern space machinery. I like to pretend that Destiny actually happened.

OK, I decided to check. 91 hours and counting, and I haven't even played that new raid yet. Thanks for reading.

I've found it. My GOAT. The old desert-island video game what-if used to make me roll my eyes--who could possibly choose only one game for the rest of their lives?--but now I answer it without hesitation. As long as there's decent Internet, I'd play Dota 2 forever.

Before you ask, I really don't care if it didn't "come out" in 2014. Dota is over a decade old. The beta of Dota 2 ran for years before it technically went into release. And even this year, the evolution of Dota 2's free-to-play model and the mainstream cultural impact of The International meant that Dota 2 was more "important" than most games that did come out this year, if you care about such things.

That more and more people seem to respect Dota is nice from a big-picture legacy standpoint, but I'm happy just to keep spending time getting better at it and playing it with other people who love it. Last year I discovered how much I actually enjoy playing this game and what an incredible job Valve was doing curating it. This was the year that I settled into a more comfortable, familiar rhythm with Dota, integrating it a bit better into my everyday life. For me it remains a game of phenomenal depth and complexity, the most stressful and exhilarating ups and downs, endless room for my own improvement, and socializing with a bunch of friends I wouldn't otherwise talk to much, or wouldn't even know without the game in the first place.

It's worth mentioning how much Valve actually monkeyed with the formula this year. Between drastically reworking the skills of a number of old heroes and making major changes to sacrosanct game elements like the way runes work and the very layout of the map, Dota continues to undergo changes that radically shake up the state of the game on a frequent basis. This is a refreshing contrast to the couple of years I spent with StarCraft, where balance changes are fairly drab and stat-driven. With Dota, every patch tends to make the game feel even fresher and more exciting.

It would get a bit rote for me to just put this game at the number one position from now until the end of time, and nobody can say what next year's lineup of game releases is going to look like. But I'm confident that no matter how many of next year's games prove to be wonderful (and a lot of them look promising), Dota will always be hanging around in the background, making it difficult for me to finish every other game that comes out.

Game of the Year 2014
Crypt of the NecroDancer
Grand Theft Auto V
Metal Gear Solid V: Ground Zeroes
Sunset Overdrive
Transistor
Far Cry 4
Middle-earth: Shadow of Mordor
South Park: The Stick of Truth
Destiny
Dota 2
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Giancarlo Varanini's Top 10 Games of 2014

Giancarlo Varanini is GameSpot's Executive Sandwich Artist and a regular member of Giant Bomb's Powerbombcast. He likes Fester's Quest, The Undertaker, and you following him on Twitter.

Destiny is a mess of a game, and I can't get enough of it. I suppose that says more about what it does right than it does wrong because Bungie nailed the most important part of any game, its foundation.

This might sound a little weird, but I haven't felt this satisfied firing weapons in a first-person shooter since GoldenEye for the Nintendo 64. There's just something about the speed of the weapons, their animations, and the damage they cause that makes even the most mundane tasks (like farming materials) bearable and the most intense moments that much more entertaining. And despite the fact that they share the same arsenal, the three classes are different enough to offer an experience that scratches a variety of play style itches. It helps that some of the respective class armor sets look totally sick, too.

In fact, the overall look Destiny is another big draw for me. Bungie created a fantastic (albeit weirdly anachronistic at times) science-fiction universe that comes to life in wonderfully detailed environments, weapons, and enemies. A single exotic weapon in Destiny has a grand story about why it exists based only on the way it looks (it's just too bad the game doesn't take time to tell it.) Look at the amount of attention paid to two of Destiny's more popular exotic weapons, the Gjallarhorn rocket launcher and the Suros Regime auto rifle. These two weapons contain a ton of details that have absolutely no bearing on function, but these and other equally detailed parts of Destiny reveal an immense labor of love and desire to construct a world that you want to learn more about.

Everything else in Destiny serves function over form, and there are simply too many functions that exist to prolong the value of a relatively small amount of useful gear and to preserve the utility of retreading familiar environments. In other words, Destiny just doesn't have enough stuff and the stuff that's there is being stretched beyond its limits to the point that it continually feels like the whole thing could snap at any minute, like an overworked piece of dough.

Still, I played a lot. I still play it a lot. Destiny delivered some of the most memorable moments in my 30 plus years of playing games. It got me to play competitive multiplayer for a week. It reunited me with friends that I haven't spoken to in years. It created a sense of community and atmosphere that very much harkens back to an era of gaming where I played a single game for months, dissecting every last bit of it and discovering secrets and strategies I wanted to share with friends the next day.

Game of the Year 2014
Valiant Hearts: The Great War
Mario Kart 8
Destiny
Middle-earth: Shadow of Mordor
Titanfall
Silent Hills
Captain Toad: Treasure Tracker
Strider
Metal Gear Solid V: Ground Zeroes
Donkey Kong Country: Tropical Freeze
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